PowerPoint Link: Pipeline for Technical 3D modeling
I have left this blog till later on so I can therefore add more to it such as images, renders, close-ups, and reference photos.
My choice for technical Model is a Cosmic 35 USSR point and shoot camera that according to a blog written by ‘Tim Irving’ suggests that this camera is to avoided by all costs.
This camera stood out for me as it had so much character, age and also had some use to it and this was such an advantage to me as it also gave me much more to work with and experiment throughout the workflow.
Speaking of the workflow, I have to delve into that prior to going to the creative … stuff.
Firstly the low poly model on maya was quite simple as I planned forward and used a blocking method to shape out the camera, when I say this; I mean that get the closest shape to what the actual camera should be like so later on I can move into the modeling and keep check on what my borders are with this model.
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Later I went through with the low modeling keeping the simple shapes then modling, stretching & beveling them out to therefore get the shape I want it to be or the way it needs to be to become the closests to the real Life object.
Later I started on the High poly model, and to do this I started both beveling the edges that were neccessary or either creasing the edges as a secondary option. This can work but it may mess with both the ambient occlusion and the world space normals in Substance painter.
Now its the creative and cool stuff…


I will be adding to this blog later, going further into what I did to create this work of digital art. How easy it is to accomplish with the right tools and how to get the right composition whilst rendering alongside the effects in different renderers.
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