• illingworthj

Globe Model

Updated: Nov 28, 2019

To start things off I decided to create the bigger models that I thought may take a little longer than the others; the first one I decided to create was the big globe. I chose to do a big standing globe rather than a small one because I thought it would match the style I am going for, and the office room is meant to be fancy with nice furniture, expensive items, etc.

The first thing I did when making this model is start at the bottom and created the feet and the bottom base. All I needed to do was put a few cubes together and try to get the right shape as this is just a low poly version. I am doing each model in separate objects as it makes it a lot easier to manage when making it, and when unwrapping it later on.

Once I had created one leg, all I had to do was move the pivot into the centre, duplicate it, and move the object around the middle. After that I added in a small bit of detail into the centre base to give it a little more shape and design.

This model seems quite complex at first, but when you break it down into each section it is actually very simple to make. Once I had done the detail in the centre, I added in a ring around the top which is where the main globe will be held. Then with the same ring I just duplicated it and then rotated it.

Both spheres are also the same object just different sizes; and rather than then being actually spheres they are cubes with extra edges and faces added to make it more rounded. Doing it this way allows me to keep the poly's low and it make it easier to unwrap.

When it did come to unwrapping this object, it wasn't too complicated. As I said before most of the objects are just simple shapes which makes it a lot easier. The underneath faces can just be deleted as they are not on show, which also makes things a little simpler. The only real issue was figuring out where to hide the cuts so when texturing you can't see the miss match in the texture.

Lastly, after everything is done, I duplicate the object and then go in and add the extra detail. This extra detail allows me to round the edges a little more, and control how smooth they can be. You can argue that I could use the bevel tool, which in some cases yes, but doing it myself gives me a lot more control, and I can make it a lot cleaner and add in the extra edges loops where I want. It's a little hard to see from the picture but the right model is a lot more smoothed out than the left one.

Adding the detail allows you to bake the high poly mesh onto the low poly model (I will discuss more in a later post) for better texturing. Two main factors that you need to make sure is the naming convention is right, and the models are perfectly aligned on top of each other. This is a mistake I made as I didn't realise it at first. It was hard to line then back up, so I decided to real detail the model which luckily doesn't take too long.

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