Tuesday, August 26, 2014

watch model

first stage front-back
Beginning modeling of a watch. Stauer "Noire" model. I enjoy the design and hope to capture the details as accurately as possible.

This is a practice in high polygon hard surfaces, using quads, avoiding triangles during the process. This will be textured and rendered. I plan to adapt a low poly version to be available for realtime graphics display.

In the first session, the main case body was blocked out in medium detail and contains a subdivision surface modifier. Material zones are assigned for chrome and brushed areas.


subdivision view
edges
In the fine details of the back plate some triangles are hiding around, as long as they contribute to a clean surface, i'm not too concerned. This area received very heavy edge duplication to help smooth the bevels. It seems to give a clean result; nice highlights on the bevels with no real distortion. These areas will never really be seen, it is just for study.
surface result
Alternative: creased edges

matcap rendering with crown and pins completed
square holes become round
strap and latch
Modeling the band was done in mirror and went quickly. The tiny holes were fairly tedious but came out smooth. A useful tool for sniffing out any hiding n-gons, has been MeshLint. Also helps in finding other wonky geometry. simple and effective. At this stage some tweaks before texturing.

A few UV paintings to represent the band and face.
textures - bump map - strap color

The band was produced mostly by bump mapping. Images painted with Gimp 2.8
consisting of stitches and a paint crackle overlay.
bump map applied to material
Thinking about how to make the intricate engraving for the watch face. Blender mesh designs to be converted into vector SVG and imported to Inkscape. This script was discovered on a post at blender artists, and worked very well.
face engraving test patterns
 
engraving pattern in blender
A radiating mesh with a few subdivision, twisted proportionally from center. The vector image was imported nicely in Inkscape. More editing in Gimp, for duplicating and eroding the layers, a kind of expanding depth was able to build up. finishing details in vector: concentric circles around edges, sub-dials with crosshatching, date window, and small raised area for label.


face engraving pattern for bump map

bump map test application

full face bumpmap

face texture detailed in Inkscape
Next is rigging the band so it can be curved around and posed.
rigged bands using empties+IK+hooks

Adjusting materials, camera, and test rendering.
nodes - dial face bump map
nodes - environment applied

mask application - chrome/brushed
nodes - anisotropic/chrome mask

textures work in progress

rendering scene - work in progress

rendering - all detailed

A few spots need to be perfected. probably add the numbering to the bump-map for a bit of embossing. band uv and texture adjustment. indicator spots on hands. probably incorporate in cool "noire" context; currently a lame concrete bitmap substitutes while details are tweaked. not to forget to adapt a low-poly version.

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