I refined the rabbit model from Activity 2 since there was a lot going on with the process behind that I wanted to continue exploring for the final published model. As a souvenir, it fits the theme of my project, and the fact that it was carved from stone made me think more about looking at models from the perspective of a modeler, as its literally possible to see how it was carved just from looking its structure. It's easy to simplify into various forms that could be created with primitive shapes. This model is also where I experimented with texture and bump maps the most, and made me really understand how to represent an object as a model rather than going for realism, since the bump map I did use wasn’t the same material as the original object was made out of. Overall, the rabbit was an interesting model to reverse engineer and was the stepping stone that allowed me to get comfortable refining my modeling strategies.
I’m quite proud of this model since it came out looking detailed but was quite straightforward to make. This lamp is shaped like a guitar, but simplified in order to allow light to pass through and so the viewer can see a little sculpture on inside, although due to time constraints I left modeling this detail out. As the overall form was already simplified, it made tracing and modeling it easier. At this stage I was comfortable with C4D, so with a combination of the spline pen tool, extrude generator, and use of the symmetry tool I was able to create the body of the guitar. The neck was made by extruding a cube a couple times and the tuners and head were made with primitives. It wasn’t all smooth though, as I had to recreate the entire model from scratch for the published version and for rendering as there was a lot of weird geometry and more complications with baking when I got to that point. But in the end, this model did end up being one of the cleaner ones in this set, and I feel accomplished with the current version.
Out of all the models I made within this project, I’m proud of the shark model the most since it almost represents the culmination of everything I learned. It is fairly detailed, and made up of three main parts: the base, wave, and the shark it self. the original object has pegs which can slot into coressponding holes to make the shark look like its suspended in air. The shark and base are made from an opaque plastic, while the wave is made from a clear aqua material.
This model really challenged me as the main parts, the wave and the shark, are not close to any particular primitive object, so it took a lot of time to adjust all the polygons and points from a cube to make it look remotely close to the original object. I had to restart my first attempt at making this, but after reflecting and studying other modelers’ techniques I came out with a model that looked like a decent representation of the original shark. Making something as complicated as this was not something I thought I could do when I first started working on C4D but learning and practicing eventually got me to this point, which I am personally satisfied with.
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