
HYDRANT
Converting Photo of Hydrant into 3D Model
Models made in Fusion 360
Retop and UV in Maya
Texturing in Substance Painter
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MODEL
This model was created in Fusion360. After importing my reference images in the software, I began to model a high poly version of the hydrant. I had fun exploring different tools in Fusion, and one tool in particular that was extremely helpful was the pattern on path which I could use to duplicate the screws, speeding up my modeling process. Modeling was the easiest part of this entire process, as Fusion 360 is a very intuitive software to use for modeling. After modeling, I imported the High Poly model into maya for retop and UV unwrapping.

During the Retop process, I received helpful feedback from my professor who told me that I needed to add more detail to my low poly version to make the textures smoother. As a beginner to modeling, it was very insightful being able to model my retop process after my peers' works. This taught me what good retop principles were. At the time, I had not fully understood what the point of retop and UVs were too clearly, so my previous models had issues with strange triangular polygons.
UV MAP

The unwrapping process was fairly straightforward. I tried to stack my UVs so that I could more efficiently map out the space for the texturing process.
TEXTURES
These textures were done in Substance painter. I didn't struggle much with this process either and had fun testing out the brushes that were available. I tried experimenting with masks to detailed markings that were not present in the models themselves. Below, I have pictures of my models compared to my reference image.








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