02/03/2015
Steampunk
For the past two weeks I've been studying and creating my own Steampunk designs. When I first got the assignment I immediately decided on creating my own steampunk web shooter. I created a moodboard consisting of steampunk designs, web shooter toys and designs and the use of steam punk used within games and comics.
I then created quick rough designs based on my moodboard. I wanted to try and best understand how each design would function, so i could properly design the mechanics and create a more detailed and realistic steampunk design.
I was torn between using web fluid or cable within my designs. I decided to break down each design to try and make sense of what I was after. After realising that the cable idea was too complicated I decided to based my final sketches and designs using web fluid.
My final design will be a wristband with a sown in mechanism which will spin and fire the web fluid. The web fluid will be delivered by a copper pipe and the fluid would be contained in a large container. the container would have leather straps enabling the user to wear it like a backpack.
I decided to take a different approach to this design. After learning new skills in maya and recently learning the overlay technique in photoshop I decided to model out the design first and overlay the detail in photoshop.
I started by importing an reference image into the side viewport and attempted to model the fore arm and hand. Having little experience modelling the hand I found it difficult to create a useable model.
Realising I was spending too much time on the hand I hid it in a layer and started modelling the wristband. I created a cylinder, deleted the top and bottom faces and resized it. I extruded the edges to create a hand strap.
I then created more cylinders for the container, leather traps, copper pipe and the main mechanism.
For the cogs I took a cylinder and extruded every two side faces.
My first render included one directional light.
Quickly after I started painting in photoshop I realised the lighting was all wrong and it needed to be re-rendered.
I added an ambient light source to the scene and the lighting quickly corrected itself. I rendered it and started overlaying textures again in photoshop.
I gathered different textures from google, changing the layer styles to either overlay, hard light or soft light and using the warp tool to mould the textures around the model to create realistic textures.
However once I started trying to add detail to the wristband I found it extremely difficult to identify the cogs as the lighting made the cogs blend into the rest of the wristband. Unable to continue I edited the lighting one more time in maya by adding a second directional light facing the cogs to help define them and create shadow.
Now that I had the lighting sorted out I continued texturing. Rather than starting from scratch I dragged the container and reference images folder over to the new photoshop scene and continued where I left off.
I moved onto the wristband and I added a burgundy texture and switched the layer to overlay as I wanted a leather feel to the wristband. I also added web images to the wristband in the same way. I also adjusted the sizes, lighting and saturation of the web images to help them blend into the material.
I added an overlay of different gold textures for the web shooter mechanics. I added an additional overlay iron layer texture over the trigger to create that metal look. I finally added an overlay of copper over the pipe to create copper piping. I added final touches such as the spider logo and a copper ring around the edge of the mechanism.
These are all the textures I used within the concept design.
This is the final design.
I felt this was a good first attempt using the overlay technique on a pre-rendered model. I feel that this has given me a better understanding of how lighting and shading works. I definitely need more practicing at organic modelling as I feel the wristband is oddly shaped and would fit nicely on a real forearm/hand. Maybe if I didn't add the hand strap the design would of been easier and more correct proportionally. My overlay techniques need improving as well as some of the textures especially on the copper piping look over stretched and have a major impact on the illusion on the final detail.
I feel if I take more time in modelling and develop my organic modelling skills it will not only be easier, but it will save me a lot of trouble in the future when overlaying detail in photoshop.