I decided to create a PS4 for my creative and technical modelling. I first just created a square with the right measurements. Next I extruded inwards to create the line down the middle and how it looks like it goes in around the middle. I did create a high poly version but it wasn’t working out all too well so I will go into mudbox and step up the layers and smooth off the edges there. For the basic texture I used a plain diffuse black, but to try and create a shiny and matte surface I used a metalness and roughness maps. For this work work well  I had to use layer masking to make sure it wont affect the other polys. I will also use this technique for the blue emmissive map down the middle and to add a normal map to certain areas.

I’m happy that things have gone well so far even though the normal map hasn’t yet. It did take some time to get things right so it would be better if I could work faster to fully complete it.


Viking Storyboard 1


This is one of the few moodboards I made for the viking islands project. I’m doing this for my creative and technical modelling piece to create a small house on a floating island. I used photoshop to create this and I tried to use the X composition which could have worked out better. I started using colour then changed to black and white because it’s only supposed to be a quick sketch so there’s no need to spend so much time on it. This has helped me get into perspective drawing more as I just used to avoid it but I won’t get better if I don’t try. I’m happy that it looks okay for perspective art but I think there is a lot of room for improvement.

Framestore Sculpting Challenge

For the Framestore Sculping Challenge I decided to scult a nose for it. We were all told to go into Mudbox and start sculpting from a sphere, I decided to do a nose for this to keep things simple, I think it turned out alright although I’d like to do this again expect try and sculpt a full face. I’m happy that it looks good but I could improve by adding more detail onto it and studing anatomy more.

Mudbox Character


With Matt he asked us to use a stamp image on a high poly model to then do baking for a normal map, with this one I used a level 5 to use the stamp image on and then I would export 2 meshes and use the high poly one to them bake down onto the low poly one. After I had finished this I then started experimenting with painting them and trying to make the cracks more visible which I could have spent more time on.


I’m happy that I got to do stamp image to help create the normal map for the model and it looked okay but I could improve by spending more time on it.

Normal Map Baking


This is the first time I’ve used substance painter and already think it would be much easier to use as a part of the pipeline when I’m more comfortable with the software. I started out by creating height by messing with the alphas in the shelf and applying them to the model. After I finished that I exported the height levels by turning them into a normal map so I could them use it to bake all my other maps. For the textures I applied a simple worn steel material and turned up the grunge scale, then after for the rust I created a black mask so it was transparent and used a generator to create that effect.

I’m pretty happy with how the texture looks and I understand how to use the software more but I wish it could have went a little bit more smoothly.

Displacement Maps

Bump Maps


Bump maps are grey scale images the only have 8-bits of information which means it’s only 256 different colors of black, grey, or white. These values say whether it’s up or down. The whiter it is, the more it comes out of the surface, and the darker it is the further it goes in. Bump maps are easy to create in Photoshop but break easily if viewed from the wrong angle.

Normal Maps


Normal maps are a better version of a bump map, there is also no addition resolution added to the geometry but they work differently. A bump map used grey scale values to provide information. A normal map uses RGB that works with X, Y, and Z axis in 3D space. The RGB information tells the exact direction of the surface normals. The most commonly used map is a Tangent space map is a mixture of purple and blues. These work best for animation such as characters or assets that won’t deform. The other one is an Object space normal map, which have a rainbow assortment of colors which are slightly better than Tangent space maps. Normal maps are more difficult to generate in Photoshop, normally you will bake a normal map out of a high poly mesh.


Displacement Maps

For more detail on low-resolution meshes, displacement maps are the best for this. These maps physically displace the geometry, these are rendered real-time. They can be baked from high-resolution model or painted like a bump map. You can use an 8-bit map, it’ll be better if you used a 16-bit, or 32-bit map. Creating the geometry in real time can be exhausting on the system, so they just calculate this at render time.

You can use these maps together if you wanted to, there can be added benefit, but you should just use the map that best fits your needs.

UV Unwrapping



This morning Matt taught us how to UV Unwrap our models that we created and I haven’t finished yet but I’m finding it easy enough on my own. To UV an organic model you need to find seams along the body and try and connect them together so you don’t have many open make the model look more streamlined. The hardest part was just deciding where the seams should be and then afterwards making them fit together well.


Here you can see what I’ve done so far and I still need to work on my guessing skills. I’m happy that I understood this quickly and it can be enjoyable. I do need to improve a lot in this area in work.



At home I opened up Mudbox and used the Human preset to create a model. I tried to just model a person but it seemed easier to just go into Mudbox and sculpt a Female instead. I primarily used the Foam, Smooth, Drag, and Sculpt tool to create a better effect with the body and face. I started with the body, trying to make it smoother and more curved than a Male would be, after I moved onto the face.


Using the same tools I tried to sculpt a face from it although I could obviously do with more practice. I thought it would look better if it was textured and with a normal map on it. I’m happy that it turned out okay and probably could have been worse and I can work on mudbox a lot more and getting used to creating faces.



This morning I tried to use Mudbox and sculpt a character mesh I made which didn’t work out that well because the mesh I made was flawed and every time I sculpted it would have over lapping faces. So in hindsight I could have modeled it better in the future, but I did get to add some curves to the model. Mudbox itself is a useful program and I will probably be using it a lot in the future to create most things.

I’m happy that I now understand the program more and now can use it at home easier, I could definitely improve modeling and using the program as a whole.



To model the glasses I created a box and created an instance so it would be symmetrical and make everything easier. Next I kept extruding the face until it reached the edge of the reference image I was using. After that I put in more edge loops and manipulated the vertices to create the shape I wanted. After all of this I’ll model the arms and hinge next.

I’m happy that it turned out alright I could still make improvements with the frame but maya’s definitely easier.