Saturday 5 November 2011

GROUP: Interior Models (part 2)

Interior Models:

Kitchen Items:

Cabinets:

To create a simple kitchen cabinet a rectangular box was created and a ring was placed two thirds of the way down it to create a split that I then extruded outwards using face selection to create an L shape.

Another box was created to make the door, scaled to size and depth and copied twice ('shift' and move). The same was done for three door handles though they were created as spheres as opposed to boxes.

Once all the items were positioned in place they were attached.

Polygon selection was used to select the whole model. The ID's of the cabinets were set to 1, then the surfaces were selected and the ID reset to 2. The material editor was opened and within multi/sub-object, the number was set to 2 (to define 2 ID's). ID1 was made using the bitmap of the wood material and ID2 was made using a bitmap of a black granite worktop. Some of the materials were stretched, so unwrap uvw was applied to solve these problems.



Cabinet Render:




Sink Cabinet:

In order to create a cabinet sink, I was able to use my cabinet above.

Swift loop was used to mark out the position that the sink was going to be inserted into. Polygon selection was used to choose the faces of that space. Extrude was then used to extrude the polygons inward to create the depth space for the sink.

My previously made sink was then merged into the environment and positioned within the cabinet.



Sink Cabinet Render:



I realise that I could probably make this item better in terms of adding reflection to the detail, improving the sink, so it looks more like a kitchen sink but really this isn't a significant model in terms of our overall project, merely to add a bit of detail. If there's time at the end I could take a further look at this model, depending on group priorities.

No comments:

Post a Comment