Lamp
We were done modelling almost everything that we need inside
the scene, though we wanted to add some additional light sources around the
rooms, in which would be used to cast interesting shadows. This meant that I’d
now move onto modelling a lamp. From the references I had I combined elements
from both. I originally wanted to model the version with of which I’d need to
scult some areas around the base. However, my pen stopped working and so I wasn’t
able to successfully sculpt, as sculpting with a mouse was extremely tedious.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvvPD4hkcUV-woWejp6aDonPI5jmxOgPwPE3YfQg3f3wrw_5Uw2nQRvLuofo_pZxv3GR2nFcki0b1OtWYiDWxgP4vpJjEQq_O8pXWgtchfocPk8EltJ45M6HvUPS7tTCtbZpeTe7-tkrw/s200/image+%25281%2529.png)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWQFl8dO0-kD_PaLzfB6-ALofdxIU46IYgwogcOH0AGXB8frQhH9bZ_7htH8l6-capfCPu8J_TjZxeye1TI4mk7J_Pg5msh5krCorJ5Zr-o8sdaoWY1yn1IXoj1t4ChYJb7SBTtdy_Zx8/s200/image+%25282%2529.png)
I choose to use the base of the second example, of which could be modelled in Maya alongside the rest of the object. I choose to leave a lot of the details to the high poly, and even some for substance painter, such as the grooves that decorated the length of the neck of the lamp.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyQ8Xms2vB9kl9kcy_DeLKpSWMLiCyJ08e8wbrWwAc07S0ymQorSJzGCziB0eJN-rRlRIGL2aaM8XQqc93dfAYnlGtzA-qjy-fGB_bTiGA_dVb7_LtdwnC4WV9KfIb92h_uJ53ExA9wLo/s320/lowlamp.PNG)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvvPD4hkcUV-woWejp6aDonPI5jmxOgPwPE3YfQg3f3wrw_5Uw2nQRvLuofo_pZxv3GR2nFcki0b1OtWYiDWxgP4vpJjEQq_O8pXWgtchfocPk8EltJ45M6HvUPS7tTCtbZpeTe7-tkrw/s200/image+%25281%2529.png)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWQFl8dO0-kD_PaLzfB6-ALofdxIU46IYgwogcOH0AGXB8frQhH9bZ_7htH8l6-capfCPu8J_TjZxeye1TI4mk7J_Pg5msh5krCorJ5Zr-o8sdaoWY1yn1IXoj1t4ChYJb7SBTtdy_Zx8/s200/image+%25282%2529.png)
I choose to use the base of the second example, of which could be modelled in Maya alongside the rest of the object. I choose to leave a lot of the details to the high poly, and even some for substance painter, such as the grooves that decorated the length of the neck of the lamp.
The UV and texturing stage was fairly simple, as there wasn’t
much paint or damage needed for this object in comparison to other objects in
the room. Though I had to alter it slightly as from group feedback they instead
wanted a more of a brass kind of metal. In addition they wanted to have a
version of which the lamp hood was missing, so it could be used as more of a
point light. Though both variants would be used but in different rooms. I also
needed to create another mask in photoshop, this time for the bulb. This is so
that it could be made emissive when brought into unreal.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi12ZrZG1xIJjphu4Zo2gY09HxF3SaLykwp7_2S4YkibQo9ripZSHz-o0zQMRJoPX-cIXgO-rD3Noj4pyCIuGc-WXX5NXnp5zGuDzACzlieYZ4_LPhBjhSApCHpuGbip9mZkYC1mzdFqdg/s320/Lamp.PNG)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2j-Xd0RbbwM_atRgZw3DzVPmVQi0zXAPuv2CPqtd40aPUQEafBPCgARN7v_AWRI18IUMDE1Bn3M5uopwGOmR2OASPiiV47ksSWv2JI-PGPNLgM-cm5jHAUmYBWbnICMBB-uVUDK4sr1M/s320/Brasslamp.PNG)
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