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Blitz Brief - Trash Box
Overview
 For this assignment, we had to model a box of trash while following a
fixed set of technical requirements.
Specification
 Style – photo realistic and must be accurate to references
 Reference – source other references
 Scale: centimetres – one unit = one centimetre
 Polygon count: 500 triangles
 Texture space: 1 RGB texture @ 1024 x 1024 pixels square. Save as
Targa (.tga)
 Efficient use of polygon budget – distributed intelligently so areas with
more details have more polygons
 Orientation and position – centre point must be placed at World
(0,0,0)
Blitz Brief - Trash Box
I went into the green screen
room to take images of my
chosen rubbish put together.
I chose to take the photos
using the green screen in
case I needed to edit the
photos in Photoshop. I took
images from two different
angles but I decided to use
the second image (see
bottom) as it showed more
of the rubbish in the scene. I
used this as my reference
image.
The boxes in the scene were very easy to model. To create the cereal
box, I drew a box and used the ‘Boolean’ tool to hollow it out. I then
used the Unwrap UVW modifier to create an unwrap for the box which I
saved as a .png. I then added the textures to the unwrap in Photoshop
which were saved as a Targa file (.tga) and applied it to my box.
The ice cream box had less sides so I used the
‘Boolean’ tool (see below) to cut out the sides. This
resulted in a hollowed box with 4 sides (see bottom
right). However, the shape didn’t represent the
reference image very well so I converted it to an
editable poly and pulled the top up to bring it out
from the square shape (see right). I then used the
same method to texture it.
The cardboard box is the model I am happiest with. I think this is due to the
detail and the accuracy I had with the textures. The renders below show
an angled version of the box and a render from the bottom. The
cardboard box is made out of 4 boxes for the flaps and a box that has
been hollowed out using the ‘Boolean’ for the main section.
The image on the left shows my first
attempt at modelling a wine bottle.
However, because the number of
triangles was nowhere near the 500
limit, I chose to redo it to make it
appear smoother.
The render on the right shows the
redone version with its textures. I found
the wine bottle the hardest to texture
simply because of the circular shape as
I have always founds these harder.
This is my first setup of my scene
following the reference image I had
chosen. If you look at the polygon count
below, this is why I chose to redo the
wine bottle with a higher number of
triangles. Looking at this scene, I
decided that you would barely be able
to see the bottle behind the cereal box.
Because of this, I chose to change my
scene.
This is my redone scene
and I set it up so all the
rubbish would be easier
to view by placing them
at different angles. With
the bottle added, the
polygon count has
gone up a lot but I was
still able to remain
under the 500 triangle
limit.
To show my textures, I
create a single texture
map that contains all
the textures from my
scene.
I decided this was a
better way to
demonstrate it rather
than showing lots of
individual maps. I kept
it on a black
background though I
changed this later on
to match the colour of
my portfolio board.
These are my final renders;
on the right is my final
scene and the one below
demonstrates the wire
frame of my models.
I chose to render it onto the
blue background because
I had chosen this colour for
my portfolio board and I
wanted the render to
merge well into the
background.
Blitz Brief - Trash Box
After completing my project, I redid the Gantt chart to show how my time
was actually split. Compared to my previous Gantt Chart, I found that I had
to spend more time than expected on most of the sections. However, I
believe that this is more due to poor time management on my part.
If I were to redo this assignment, I would definitely look at getting the basic
modelling and texturing done a lot earlier. I also would have taken a better
record of my measurements as a lack of recording them is what caused me
to spend longer on it as I had to measure some of my objects again.

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Blitz Brief - Trash Box

  • 2. Overview  For this assignment, we had to model a box of trash while following a fixed set of technical requirements. Specification  Style – photo realistic and must be accurate to references  Reference – source other references  Scale: centimetres – one unit = one centimetre  Polygon count: 500 triangles  Texture space: 1 RGB texture @ 1024 x 1024 pixels square. Save as Targa (.tga)  Efficient use of polygon budget – distributed intelligently so areas with more details have more polygons  Orientation and position – centre point must be placed at World (0,0,0)
  • 4. I went into the green screen room to take images of my chosen rubbish put together. I chose to take the photos using the green screen in case I needed to edit the photos in Photoshop. I took images from two different angles but I decided to use the second image (see bottom) as it showed more of the rubbish in the scene. I used this as my reference image.
  • 5. The boxes in the scene were very easy to model. To create the cereal box, I drew a box and used the ‘Boolean’ tool to hollow it out. I then used the Unwrap UVW modifier to create an unwrap for the box which I saved as a .png. I then added the textures to the unwrap in Photoshop which were saved as a Targa file (.tga) and applied it to my box.
  • 6. The ice cream box had less sides so I used the ‘Boolean’ tool (see below) to cut out the sides. This resulted in a hollowed box with 4 sides (see bottom right). However, the shape didn’t represent the reference image very well so I converted it to an editable poly and pulled the top up to bring it out from the square shape (see right). I then used the same method to texture it.
  • 7. The cardboard box is the model I am happiest with. I think this is due to the detail and the accuracy I had with the textures. The renders below show an angled version of the box and a render from the bottom. The cardboard box is made out of 4 boxes for the flaps and a box that has been hollowed out using the ‘Boolean’ for the main section.
  • 8. The image on the left shows my first attempt at modelling a wine bottle. However, because the number of triangles was nowhere near the 500 limit, I chose to redo it to make it appear smoother. The render on the right shows the redone version with its textures. I found the wine bottle the hardest to texture simply because of the circular shape as I have always founds these harder.
  • 9. This is my first setup of my scene following the reference image I had chosen. If you look at the polygon count below, this is why I chose to redo the wine bottle with a higher number of triangles. Looking at this scene, I decided that you would barely be able to see the bottle behind the cereal box. Because of this, I chose to change my scene.
  • 10. This is my redone scene and I set it up so all the rubbish would be easier to view by placing them at different angles. With the bottle added, the polygon count has gone up a lot but I was still able to remain under the 500 triangle limit.
  • 11. To show my textures, I create a single texture map that contains all the textures from my scene. I decided this was a better way to demonstrate it rather than showing lots of individual maps. I kept it on a black background though I changed this later on to match the colour of my portfolio board.
  • 12. These are my final renders; on the right is my final scene and the one below demonstrates the wire frame of my models. I chose to render it onto the blue background because I had chosen this colour for my portfolio board and I wanted the render to merge well into the background.
  • 14. After completing my project, I redid the Gantt chart to show how my time was actually split. Compared to my previous Gantt Chart, I found that I had to spend more time than expected on most of the sections. However, I believe that this is more due to poor time management on my part. If I were to redo this assignment, I would definitely look at getting the basic modelling and texturing done a lot earlier. I also would have taken a better record of my measurements as a lack of recording them is what caused me to spend longer on it as I had to measure some of my objects again.