Category: 3D Modelling

This task will see you exporting your models into a game engine. You must take account of the file size and file type with regard to the chosen game engine. This criteria will include preparing your models for export such as decisions regarding polygon counts etc.



For this task we were taught how to properly export out our finished models. First we learned a technique called baking. Baking or ‘baking out textures’ flattens out your 3D model into a single UV image and is exported individually by: Diffusion, Shadows, Reflectance, Ambient Occlusion, Emittance, Opacity, and Specular Highlights. The advantages of separating these things is to save time by rendering these things(sort of like a cache in a sense), and if you need to make any future changes to anything you can modify them by themselves.

So instead of baking out our models we decided that since it was our first time doing this we would just bake out a simple cube. On the top we extruded it inwards a bit so it could add a bit of shadows. We textured the cube with the cloud texture and coloured them pink. Then we baked individually, the diffusion, shadows, textures, and ambient occlusion (pictured below). Then we put these files in the proper folders, ready to be imported and opened up into a gaming software.

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Next we learned about passes which uses the nodal compositing system. Which is basically the same as baking only for film or animation.We used an textured oil can that our lecturer Tony designed.  This had a few base colours, and a few textures, like rust, and a logo. Again just like baking we rendered these passes individually, the diffusion, shadows, textures, specular highlights, and ambient occlusion (pictured below). Then we exported them out individually by saving them in the correct folders ready to be imported by another video program.

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 Criteria 4.1

This task will see you texturing your models in preparation to exporting them into the game. You should use industry standard techniques to complete this task. Once again higher order techniques might need further explanation through a BLOG or log.



For this unit we had our lecturer Jon Holmes show us some more complex texturing techniques for our models rather than just adding colors and images from the web. For this we used already built test model ‘suzanne’ the monkey. For this lesson we decided that we were going to texture it a very heavy metal but not a shiny metal, we wanted this to be a rusted metal that has been left in the jungle for hundreds and hundreds of years.

First I opened Blender and added the monkey in. I changed the rendering from blender render to cycles render. This is a more efficient and less time consuming way to render because it renders in real time which really comes in handy. Then I added a subdivision surface and then smoothed it out a bit by pressing the smooth button.

Screen Shot 2014-05-01 at 10.27.12

Next I had to light the model by using 3 point lighting by adding planes and setting them to luminance (pictured above). I then selected the proper strength to these lights so I could see what I was texturing. After this we then discussed the order of operations to build a ‘shader’. A ‘shader’ is the procedure of using nodal texturing. Nodes are a much easier way of editing then layers are. This allows the user to change or delete one area without effecting other areas which is really ideal. First you color the model or diffuse it. Second you add in detail otherwise know as bump mapping or displacement.  Then finally you add in the proper reflectance or gloss to it.

Screen Shot 2014-05-01 at 11.06.32

(Above) I diffused the model by adding an old metal texture that I found online, which I made seamless using the application GIMP. I did this by adding a image texture node then connected it to the texture coordinate node so the image would cover the model. However the texture looked more like stone rather than a metal but I would fix this later on in the ‘shader’ process.

Screen Shot 2014-05-01 at 12.11.56

Then I started the second stage of my ‘shader’ by doing my displacement or bump mapping. This creates all the bumps and the indents of the model. I did this by duplicating the image texture and the texture coordinate nodes and adding a color ramp node. This color ramp node allowed me to tell the model where I wanted it bumpy and where I wanted it indented and this is by controlling how strong I want the white and black areas. I then added a multiply node and plugged it in the displacement in the material output node. The multiply node allowed me to adjust how bumpy or not bumpy I wanted the values to be.

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(Above) Finally to complete the ‘shader’ I added the proper reflectance to my model. I did this by adding a glossy node and connecting it to mix shader. Then once I got it the way I wanted it looking I connected the glossy node, the color ramp node, and the diffuse node all into the mix shader and plug that all back in the material output. (Below) Finally after tweaking all the settings to how I wanted them I ended up with this texture for the model. I believe that this would be suitable for a rusty metal monkey head that has been left in the jungle for hundreds and hundreds of years.

Screen Shot 2014-05-01 at 13.04.25

For our second session of texturing models we wanted to have a go at texturing one of our models. I picked the one I liked the most which is the spray paint can that I did. I wanted to make it really rusty like it had been left outside in the rain for ages. Below is the before and after of this model. And I will explain the process i went through to get to this stage.


So to fully understand what a rusted chrome spray paint can looks like I did some research online a found a couple of reference photos. So differed from others but i found a few that I really liked. This picture (below) is one I particularly thought was a good reference for texturing this model. Since there are a multiple cans in this picture, I decided to choose the second one from the right as it had rust as well as chips of paint on it which would be great for texturing.


Rusted Metal BackgroundFirst I looked online for a rusty metal. I found loads but I really wanted one that had a reddish tone like the ones pictured above. so After looking hard for a good ten or fifteen minutes I came across a really nice one that I liked (pictured right). This rust had a good texture to it. The picture was evenly light and there were no water marks so it was perfect to used for texturing. So after making this image seamless using GIMP, I added a image texture node and connected it to a object texture coordinate node (pictured below). However it wasn’t a so smooth toward the bottom of the can. So I had to add a mapping node and this allowed me to scale and rotate the image to get rid of the inconsistencies toward  the bottom of the can.

Screen Shot 2014-05-08 at 13.45.43

T_Rusty_Scratched_Metal_0691361Next I added in a second image in to go on the top of this image. This image (pictured right) was to be the top layer of the paint can. I did this by duplicating the image texture, texture coordinate, and mapping nodes. But the paint was too white for me which did seem dirty and rusty enough for sitting in the rain for ages. So I added an RGB Curves node and adjusted this properly. Next I created a matte by using another image to show where the rust should shine through the paint. This means using black and whites to define the two using a color ramp node. So I duplicated the image texture, texture coordinate, and mapping nodes again and connected it to the color ramp node. I created a bump map by adding a multiply node to the color ramp node and adjusting it to how I wanted. However the image looked bumpy enough already so I didn’t have to adjust it much. Finally I added in my reflectance by adding in a glossy node. Below is a screen shot of the all the nodes together, as well as them being marked correctly so I know which one was which, because once you get quite a few it does become difficult to remember which one does what.

Screen Shot 2014-05-08 at 14.17.37

Unit 69: Criteria 3.1, 3.2

constructing the models


This task will see you produce models to fit the brief. You should produce a range of models that cover the techniques that you have been taught. Again some back up evidence in the form of a blog may be neccessary to evidence higher order skills.


For this task, our class was divided up into three different groups. Each of the groups was assigned to design appropriate models for the three different areas within the location ( interior of the garage, cafe/restaurant, and the exterior of shop.)

I got assigned the interior of the garage shop with Jordan Schofield, Andrew Miles, and Craig Ellis. We each sat down and decided a quick list of items that would be suitable for a garage shop. Then we assigned each of the items to all the members in our group.

Our list includes:

Hammer – Craig
Wrench – Jordanoily-2
Screws/nails – Andrew
Car jack and Car – Everyone
Oil cans – Andrew
Wheels – Craig
Work benches – Rich
Paint tins/tins – Craig
Drills – Everyone
Glue – Rich
Saw – Andrew
Wood – Jordan
Work hat – Rich
Pliers – Jordan
Screwdriver – Andrew
Box of tools – Jordan
Air pressure pump – Jordan
Coffee mug – Craig

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First I wanted to start with something quite simple as I’m not as experienced in blender as I would like to be. So to get more familiar with the application I looked online for step by step blender tutorials, and I found a video on how to make nuts and bolts (shown below). I thought this was perfect as it would work perfectly in a garage setting.  I started out with a mesh cylinder and changed the number of  vertices to six to give the nut it’s basic shape. Then I cut the nut in half and mirrored it so whatever I did to one side affected the other, thus saving me half the time. To make the hole through it, I selected the top face and pressed the I key and scaled down where I wanted the hole and extruded in to where the mirror was and deleted the faces that were unneeded. Then I used loop tools within blender to make the hole more circular. By adding appropriate cuts here and there I made the nut more defined and I also used the sub division surface the smooth it out. In the end i was going to the ridges inside the nut but considering that the nut will be quite small in the game that you wont really notice that detail so it would have been a wast of time doing it.

Next I started on a hardhat or helmet that I was assigned to compete. I went for a more basic one because I imagine that in 1950’s there wouldn’t be too many complex work helmets available. I started from a sphere and easily deleted the bottom half of it to get the basic shape of the hat. I then selected a few points at the front of the half sphere and extruded them to create the brim of the helmet which I then rounded off to make more realistic. Then I made three cuts in the helmet itself to a few bulges that hard hats typically have. Finally to make this resemble a hard hat rather than a simple baseball cap, I sourced a construction yellow texture online and covered the hard hat in that and it gave the helmet the necessary look that it needed.

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Below I wanted to check another model off the list I had to do. So I thought the workbench was a good thing to work on next. I stared with a cube and scaled it to what I wanted the size to be. I extended the width of the bench to more of a rectangular shape. Then I wanted to make the supporting shelf stands and I did this by making four vertical cuts on each side of the work bench and two horizontal cuts. This made two squares on either side that I extruded which made the supporting beams for the shelf. I tapered these beams to give it a more wood like feel.  Then I designed the the shelf brackets and shelf itself by pulling them out and then connecting them by using the blue arrows. Then I made drawers in the front of the work bench with handles. I then coloured them different colours so I could texture them with a wood grain each a bit differently so the appear more prominently.

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(Below) Here I started working on a model of spray paint can to put in the garage shop in the game. It was relatively easy to make this model even for a beginner like me. I started out with a cylinder and scaled it to my desired size. I made little lips to the top and bottom of the can by making little cuts there and then extruded them by scaling the z axis outwards a bit. Then I extruded a decent amount for top half of the can and then by selecting the top points I scaled them inwards to get the top part of the can. I then made an extra lip on that and from there I made a little bowl by extruding and scaling inwards. From there I made the nozzle come from the center of this by extruding and then extruding once again to make the nozzle cap. From here I added another mesh cylinder and scaled it down really small and placed it directly center of the nozzle cap to create the hole from where the paint disperses from. I then smoothed the model out by adding a sub division surface to it. This basically was the model done. I then played around and textured the can by adding a spray paint label I found online, making the metallic parts silver and then finally the nozzle cap red.

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Next I made a 1950’s style old radio. I made this by starting from a cube and extending it making in more rectangular. From here I cut it in half and and also vertically twice. From here I extruded it inwards then bent them in to make from for all the controls. I made the knobs by adding in 2 small cylinders and placing them by the tuner. I also made push buttons by making loads of cuts and extruding them all evenly some pushed in while others left out. I applied different colours for all the textures I wanted. I used a woodgrain for the majority of the radio, an old radio mesh for the speaker, I used an image of an old radio tuner for the radio stations, and I made the knobs black and the buttons white.

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Unit 69: Criteria 2.1, 2.2, 2.3

The first task is one of recording your skills in 3D Modeling. Throughout the project you should be explaining the techniques you have learnt and explaining how they fit with the final considerations of the brief.  

Whilst the module is practical in the main certainly to achieve higher grades you might need to explain techniques and skills where they may not be apparent.  

It may be that you evidence them through video tutorials explaing how to produce models and the rationale behind the modelling processes as long as you exhibit the requirements of the grading criteria.  

This must include techniques, modelling tools and cross platform considerations. 



For our 3D modelling unit our project is to construct various models for an interactive children’s game. The games setting will be a 1950’s mid west American gas station similar to the one pictured above. A robot crash lands there and the objective within the game is to uncover several lost pieces of a broken rocket ship to be able to repair it. The game is inhabited by both humans and animated tools/objects. the protagonists are the tools and the antagonists are the humans. The target audience will be for children aged 4 to 7 years old.

We are using Blender which is a free open source 3d modeling and animation software. It’s quite complex especially with no prior knowledge of the software or modeling at all. I have never done any modeling or animation whatsoever, so it was extremely daunting to dive in head first. We started by getting familiarized with the software with all the terminology and hot keys used in the application (as pictured below).


This is what I struggled with the most. Everything is easy as long as you know how to do it otherwise it is quite the opposite. So we began with some basic object to model such as a wine glass, a wine bottle, and a table. Below is a few screenshots from the basic table we designed.

Picture 4 Picture 8

To save time I did this by doing 1/4 of the table and adding a mirror modifier to complete the other 3/4 of said table. I used the extruding option by making cuts within the table to make the legs and then I used the scale to taper it making it smaller at the bottom. I then tried to add a wood grain texture to it but I was having issues with it with my version of blender on my laptop. Tony then showed me how make your own texture within blender rather then adding a image instead.Screen Shot 2014-02-27 at 11.43.00

Next we made designed a more complex barrel. This was definitely more difficult then the previous wine glass and table. It required numerous steps that had to be done correctly and in the right order or it wouldn’t turn out right. I honestly cannot remember each and every step as there were so many but I did learn some valuable techniques such as using a cylinder to start out with instead of a cube for rounder objects, using a barrel curve modifier give the barrel its curved shape, and a sub division surface will smooth out the rough edges.

Unit 69: Criteria 1.1, 1.2