
Modeling the object was pretty straight-forward. Since this 3D model is meant to be run by a videogame rendering engine, I needed to keep the shape geometry as simple a possible so that the engine could render it quickly.
Texturing the model was a completely different process from building it. The procedure for texturing a 3D object involves mapping its surface in 2D space on a square image. The process, called UV mapping, is much like peeling an orange, ripping the peel into cleverly shaped chunks, and then pounding all the peel chunks together to form a perfect square. Oh, and the computer usually treats automatic UV mapping with the same finesse as a paper shredder, so I needed to do this process manually.
Cool! So where's the texture? Well, I had to make that from scratch too. Making good textures required a comprehensive search of images on Google and liberal use of Photoshop's clone stamp tool.
Eventually everything fits together like a tight game of Tetris and you've got yourself a complete 3D model. I think this plane took around 16 hours to build from start to finish.


I loved working on this one. The building is a simplified version of the US Bank Tower, the tallest building in downtown Los Angeles. I managed to work a massive amount of texture detail into the model by patterning the window texture vertically along all sides of the building.



My resource luck aside, the Raptor was extremely difficult to model. The main body was a complex collection of bulging, rounded plates of metal that did not lend itself easily to a mashing of cubes and spheres. I needed three days to get the modeling done properly, and another two to apply the textures. It was incredible that I survived all my finals that week.
Building 3D models was a blast. Next semester, I will be animating them.