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3D Modelling Production Log

BenM

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I added buttons to my shelf for easy access such as the ‘insert edge loop’, ‘extrude’ and ‘delete history’ tools.

The most common shortcuts I use are highlighted in red, such as Q to quit tools and Cmnd+Z to undo.

Shelf and Hotkeys

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To make this button, I made a triangular prism from polygon primitives, then deleted the bottom face and bevelled the remaining edges.

To make this component, I made a cuboid, bevelled the edges, extruded the top face inwards and down, then added some edges loops.

Simple Mesh Building and Editing

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To make this belt clip, I first made a cube and added some edge loops, then I extruded part of its face multiple times in this rough shape. I also bent the end of it upwards using the blowtorch tool (Cmnd+B) before bevelling most of the edges. I finally duplicated it, resized the copy and combined them into one complex shape, and removed any unseen faces.

Advanced Mesh Building and Editing

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To make this slider component, I first made a cylinder, then extruded half of it and extruded the top face inwards and down. I then used the slice tool to cut a slit in the bottom, before deleting unseen faces and bevelling the desired edges.

Further Mesh Building and Editing

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This is my final mesh, made using various polygonal shapes and modelling techniques such as extrusion and duplication.

Final Product Mesh

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These are 2 screenshots of all my cameras and lights, except one camera which decided to not be visible. They have been set up around my product to show it with multiple highlights from the angles that I will use in my triptych, imitating studio lighting. On the right are the attributes for the top camera and the largest light.

Cameras and Lights

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These are the shader attributes for my dark blue metal texture, as well as how it looks with and without RenderView. I made it by using a copper preset and adjusting the base and specular colours to suit it. I also added a bump map texture that would add some depth and detail to the metal, as if it were slightly worn.

Textures

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These are some early test renders without smooth geometry or correct lighting, that I used as a base to build my adverts around.

Test Renders

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The above images show the final render settings used. On the right are some of my final renders.

Final render settings

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I encountered various problems during the process of modelling, texturing and rendering this product. The trouble-shooting guide that my teacher made, shown on the left, helped to fix a lot of them, though. In particular, finding the right window to alter the depth of my bump maps took a while, so when testing out different textures, I kept having to delete the bump maps and start over with different ones, before realising that I was altering the wrong texture to begin with. Luckily, I now know how to find the right window to alter each texture easily, which will definitely help in future.

Problem-Solving