Little House

Personal Project

Model • Texture

This was my first time modeling and texturing a 3D environment and was made as part of the Environmental Modeling class at Animschool with Craig Dowsett as my instructor. I learned a lot about how to create models more efficiently by reusing different parts of the model and tweaking it a bit to make it have subtle differences. I had to make lots and lots of wood planks and stones for this project.

Final Result

Final Render - Texture

Final Render - Clay

Final Render - Wireframe

Breakdown

Timelapse of block out to final texture

Progression

Here is a timelapse of the whole progress from the block out of the house, stones, trees, and up to the final texture. I had a lot of fun modeling the different elements of the piece from start to end!

Block out of model before adding detail
Front roof planks are all unique
Top roof planks
Stone path shows duplicated and unique stones

Wood Planks and Stones

For the wood planks, I first modeled 3 base planks with different lengths, then used wrap and blendshape deformers to duplicate and get the planks in the right spots on the roof. I would then sculpt and model unique variations from these duplicates while thinking of silhouette and breakup so it's not too repetitive. I did a similar process for the stones on the stone path and the ones on the walls of the house.

Leaves and sphere clumps
Cube outlines show Arnold StanIn proxy
Grass mesh which is called on render

Leaves and Grass

  • For the leaves of the tree, I first made spheres of different sizes for the bulbous clumps of leaves. I used these ovals as a base to use mash, which then populates the leaves all around the clumps.
  • For the grass, I also used mash to populate base grass clumps. But because of the sheer number of the grass meshes, I used Arnold StandIn to reference the grass in a different file to be called only when rendering.
Tree stump shows sculpted wireframe

Sculpt Organics

For the more organic models like the tree stump and the tree bark, I used Zbrush to sculpt some of the details of the roots and surface of the tree bodies. By using the sculpting tools, I was able to get a first pass of the shapes I wanted then I further refined it in Maya.

Tree bark with wireframe
Clay model shows grooves of the bark

Gallery

Credits

Model:

Jason Cho

Texture:

Jason Cho

Design:

Etienne Savoie