|first stage front-back|
Beginning modeling of a watch. Stauer "Noire" model. I enjoy the design and hope to capture the details as accurately as possible.
This is a practice in high polygon hard surfaces, using quads, avoiding triangles during the process. This will be textured and rendered. I plan to adapt a low poly version to be available for realtime graphics display.
In the first session, the main case body was blocked out in medium detail and contains a subdivision surface modifier. Material zones are assigned for chrome and brushed areas.
|subdivision view |
In the fine details of the back plate some triangles are hiding around, as long as they contribute to a clean surface, i'm not too concerned. This area received very heavy edge duplication to help smooth the bevels. It seems to give a clean result; nice highlights on the bevels with no real distortion. These areas will never really be seen, it is just for study.
|Alternative: creased edges|
|matcap rendering with crown and pins completed|
|square holes become round|
|strap and latch|
Modeling the band was done in mirror and went quickly. The tiny holes were fairly tedious but came out smooth. A useful tool for sniffing out any hiding n-gons, has been MeshLint
. Also helps in finding other wonky geometry. simple and effective. At this stage some tweaks before texturing.
A few UV paintings to represent the band and face.
|textures - bump map - strap color|
The band was produced mostly by bump mapping. Images painted with Gimp 2.8
consisting of stitches and a paint crackle overlay.
|bump map applied to material|
Thinking about how to make the intricate engraving for the watch face. Blender mesh designs to be converted into vector SVG and imported to Inkscape
. This script was discovered on a post at blender artists
, and worked very well.
|face engraving test patterns|
|engraving pattern in blender|
A radiating mesh with a few subdivision, twisted proportionally from center. The vector image was imported nicely in Inkscape. More editing in Gimp, for duplicating and eroding the layers, a kind of expanding depth was able to build up. finishing details in vector: concentric circles around edges, sub-dials with crosshatching, date window, and small raised area for label.
|face engraving pattern for bump map|
|bump map test application|
|full face bumpmap|
|face texture detailed in Inkscape|
Next is rigging the band so it can be curved around and posed.
|rigged bands using empties+IK+hooks|
Adjusting materials, camera, and test rendering.
|nodes - dial face bump map|
|nodes - environment applied|
|mask application - chrome/brushed|
|nodes - anisotropic/chrome mask|
|textures work in progress|
|rendering scene - work in progress|
|rendering - all detailed|
A few spots need to be perfected. probably add the numbering to the bump-map for a bit of embossing. band uv and texture adjustment. indicator spots on hands. probably incorporate in cool "noire" context; currently a lame concrete bitmap substitutes while details are tweaked. not to forget to adapt a low-poly version.