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  • Year 1 Modules
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      • 400573 – 3D Asset Design
      • 440946 – Intro To Game Engines
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      • 500730 – 3D Character Design
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      • 601166 – Visual FX & Post Production
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  • About Me & Contact
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  • About Me & Contact
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  • Industry Portfolio
  • PPD

Category: 400573 – 3D Asset Design

3D Art for Games – Production – Model 9 – Coffee Machine

Dec 9, 2020ibbotson20201 Comment400573 - 3D Asset Design

With the coffee machine I had to bend the criteria a little more than I originally intended. I used to work in a coffee shop, and I remember the giant red metal retro looking coffee maker. However I found when researching that these machines are a very modern invention, and in fact the coffee machines…

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3D Art for Games – Production – Model 8 – Jukebox

Dec 8, 2020ibbotson20201 Comment400573 - 3D Asset Design

I made this model at the same time I made the drink dispenser model, and also had some tricky geometry which I had to fix before I was finished. When I looked into 1950’s Jukeboxes I found that there were two main designs. One, which has the rounded top is the image most think of…

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3D Art for Games – Production – Model 7 – Retro Drinks Dispenser

Dec 3, 2020ibbotson20201 Comment400573 - 3D Asset Design

Making this model ended up being much more complicated that I thought it would be. I had many issues with my topology that took a long time to fix and I had to remake part of the model. On the bright side I learnt to keep checking my topology as I modelled and I got…

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3D Art for Games – Production – Model 5 + 6 – Booth Seat + 1950’S TV

Nov 24, 2020ibbotson20201 Comment400573 - 3D Asset Design

(In order to fulfil the assignments criteria I have to merge two process posts together, as such I have combined my simplest model with another.) Model 5 – Booth Seat Not every one of my assets resulted in a long and in depth modelling process. Some, such as the booth seat didn’t lend itself to…

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3D Art for Games – Wireframes – Post 3 – Booth Seat + 1950’s TV

Nov 23, 2020ibbotson2020400573 - 3D Asset Design

Booth Seat With such a simple model, there wasn’t really many places for me to mess up my topology. It’s a shame I couldn’t get the cushion to export to substance, but I do think the design could be made manually just as easily as the Mike Hermes video did. I found a few times…

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3D Art for Games – Production – Model 4 – 1950’s Wall Phone.

Nov 22, 2020ibbotson20201 Comment400573 - 3D Asset Design

I found that most of the different vintage wall phones designs followed the same patter, even to the point where they had the same text plate beneath the dial. I used this reference for the placement of the different elements of the model. I found it interesting that this design used buttons instead of holes…

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3D Art for Games – Production – Model 3 – Vintage Fuel Pump

Nov 21, 2020ibbotson20201 Comment400573 - 3D Asset Design

This is the reference I used to make my original design. I love the different black end pieces on the body and the clock style face for the gallons used. I also like the light shown above the clock face as I plan to have every asset which would have a light source use one…

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3D Art for Games – Wireframes – Post 2 – Fuel Pump & Phone

Nov 21, 2020ibbotson2020400573 - 3D Asset Design

Fuel Pump There are a few different parts to this model which intersect. Though again, this never posed an issue for me. I don’t know if that is the correct way to do so, but as are as I could tell it worked fine. 1950’s Phone With the phone I think you can really see…

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3D Art for Games – Production – Model 1 – Bar Stool

Nov 20, 2020ibbotson2020400573 - 3D Asset Design

My group theme for my assets is a 1950’s Diner. I’m very happy with this theme as it gives great versatility in the assets I can design. The first asset I created was a bar stool. This was because i felt the model was more complex than some of the model choices but simpler than…

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3D Art for Games – Wireframes – Post 1- Bar Stool + Ceiling Light

Nov 20, 2020ibbotson2020400573 - 3D Asset Design

Bar Stool Here I have listed my bar stool wireframes. Personally, I can’t make much sense of the pure wireframe view. I have highlighted the more complicated sections of the design so that you can see how the different components of the model interact with each other. Over the course of producing these assets I…

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