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11062b_99fdc13ee5ef48709c904ebbb7c4e5b9~mv2_edited_edited.jpg

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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HydrantHighPoly_Final_Artemis_Feng.png

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.

HydrantLowPoly_Final_Artemis_Feng.png

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

HydrantUV_Final_Artemis_Feng.png

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.

RIGHT_edited.png
IMG_4953-1_edited.png
TOP_edited.png
IMG_4956-1-scaled.jpg
BACK_HIGH_edited.png
IMG_4952-1.jpg
FRONT_edited.png
LEFT_edited.png

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