|first stage front-back|
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.
|Alternative: creased edges|
|matcap rendering with crown and pins completed|
|square holes become round|
|strap and latch|
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|
|face engraving test patterns|
|engraving pattern in blender|
|face engraving pattern for bump map|
|bump map test application|
|full face bumpmap|
|face texture detailed in Inkscape|
|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|