Portrait Sculpting

As part of my Creative Futures module, I am trying to improve my anatomy drawings skills. Since this gives me a better understanding of how the face shapes together with the different bones I also thought it would be good to try and use these skills to create characters face in sculptures. For this task, I used one of my drawings of the another member in my group as well as just by looking at him.

I then had a go at creating a self-sculpt of myself concentrating mainly on the face shape and features rather than things such as the hair. When doing this I found that I was certainly creating a realistic and proportionate head, however, I was struggling to find a likeness. The main problem I found was the shape of the nose. I couldn’t quite create the correct shape for the nostrils of the nose as they kept looking flailed and too far off of the face.

First Attempt.png

Comparing this to my previous attempts at character modelling, my sensei in the Creative Futures Boxer project, I can see that I have certainly improved in the overall shape of the face. With my sensei, I was happy that he was old as it meant that I didn’t have to do hair. When doing hair with this project I felt like I didn’t d too much of a bad jump as the person’s hair was wild and crazy so it didn’t have to be precise and combed.

Sensei Model

Mini Brief: Pride and Joy Concept


The aim of this brief is to create either a hanger, a garage, or a dock with a relevant vehicle shown taken apart, being repaired. For example, for the change, a jet would be a good choice. As well as this a pet must by shown near or on the vehicle, awaiting the return of the owner. The environment must be cluttered with things found in that place as well as show the personality of the owner and as if it has been life half way through repairing the vehicle. The final outcome would be in the form of a 3D model. Not only was this project about expressing my perspective skills but also about give a narrative to a piece so that it gives a backstory or a reason on why it is designed that way.


To start off my sketches I drew small little thumbnails of different ideas for this brief. This included different environments as well as different vehicles. I also wanted to try drawing different perspectives. Even though I can change the perspective when on the 3D side of this project I felt like doing this would give me a better understanding of how I wanted it to look as well as what items looked best where.

Final Idea and Sketches

These thumbnails gave me lots of different ideas which I could then use to start my initial sketches. I decided that I wanted to proceed with the garage task for this project and started drawing the different props commonly seen in this place as well as the possible vehicle that could be placed in the garage. I went out and got the reference from my garage of what the environment would look like when it has not been kept looked after. I finally decided that I wanted a Baja as a vehicle in my garage and that it would be on a car lift so that it was more convincing and that parts could be removed from the vehicle.


I also decided on a perspective for my final render after drawing multiple different angles of the garage. This would then be shown in the final render of my environment. When deciding my perspective I took the rule of thirds into consideration. I know that my Baja would be in the centre of the garage meaning that the final render had to be from a diagonal so that it would position the Baja at one side and still show lots of props.

Photo Bashing

To help me visualise my final outcome I went into photoshop and made a photobash which included the basic elements that would make up my garage. I tried to do this in the perspective which I had decided upon so that it would give me a clearer understanding of how the final render would look and what props would be visible. When doing this I found that I had to change the shape of the garage as the shelves could not be seen, therefore I moved them on the back wall so that they could include more props.

Garage Photobash

Grey blocking

Before creating my 3d render I went into SketchUp and blocked out the environment including where I would roughly like the props to go so that the filled out space. As well as this I was also able to use the label tool in Sketchup so that I could easily see what each prop was meant to be and where it was meant to be.

3ds Max

Using my sketches I then went into 3ds Max and began modelling. I started off with the vehicle as this is the largest and the focus of the render. I created all different props which would be commonly seen in a garage such as a workbench, a toolbox, and storage boxes. These props would also be duplicated to fill out more of the space of the garage. The pet I decided on was a cat as they are known to linger and considered loving. This would help with adding to the narrative of my piece.


For my garage I wanted it to appear as if the owner had been working on the Baja but was unable to complete it and had not done for some time. Shown by the accumulation of different tools and boxes. To help with this I added a plate of food half was eaten and a drink to show that the owner had suddenly left and never returned. This is further shown by the cat as he appears to be laid down under the Baja, waiting for the return of the owner.


When adding the props to my environment I noticed that the position of some of the objects had to different from my grey blocking so that they were either visible in the final render or so that they looked like they belonged. I decided not to include some of the props such as the lights and the generator as the position of them would not be in the final render. Also since I knew that I wanted the render to appear as if the sunlight was entering through the garage door I felt like I didn’t need to make the light as it would not be on.  I also used a debris maker script so that I could include leaves which appeared to have blown in from the front door. Making the garage look dirty and unused.

Final Render

My final render used lights to give the effect of sunlight entering from the exterior and was then rendered using a camera positioned in the place I decided in my sketching stage of the project. This also helped give light on the props at the back of the garage which are less visible The final render ended up being a slightly different perspective to what I originally decided upon as a realized that a lot of the props and the door could not be seen in that view.

Final Render


With my final render, I wanted to create a presentation sheet, similarly to what I have done with my past projects. This will allow a viewer to easily see how I got from the beginning to the end of this project. It also showed everything neatly and only contained relevant information, including what added to the narrative.

Pride and Joy Development Sheet


For this project, I paced myself well making sure I had the relevant sketches completed before moving into the 3d so that it would make it easier for me to imagine the final render and know what would be in my final environment. This is certainly one of my favourite pieces that I have done so far, as I have paid more attention to detail making sure that it contained lots of props that filled out the entirety of the area yet didn’t look out of place. Even tho the final piece of this project was a render I’m glad that I created a presentation sheet as it matches the recent projects I have done and helps me to maintain a theme. This is beneficial for me in my portfolio.



Vehicle Concept: 3D Model


Before completing my model in photoshop I wanted to create a physical model. This way I could look at it in different perspectives and see if any of the design needed to be changed. This may have been a long process to do but I feel like it benefitted me as it made me consider the function of the vehicle and if the parts would work realistically. For example how the vehicle would land.

3D Models: Cart and Props

Using all of the props that I created I decided to compile all of the props into one environment. I did this by merging all files into one and then positioning the props so that they don’t look out of place. I then copied and pasted the props so that the cart wasn’t bare and so that the props filled up the floor surrounding the cart. While doing this I made sure that the scale of all of these props was relative to each other so that nothing looked too large or too small. Finally, I added a floor and a background so that the shadows of the props allowed it to stand out, being more visible.

IN reflection to this, I think this has turned out quite well and the props all seem like they belong together. My only concern is that because these props were created over time, it is clear on which props I started with, and which I finished with. One improvement I feel like I need to make, which I need to learn how to do, is properly rendered so that the long correctly shows the shadows and the props are rendered in the highest quality image.


3D Models: Armor and Quiver

After finishing the weapons I then decided to tackle the hardest pieces of the list of props, that being the quiver, with arrows, and the helmet. I started off with the quiver Using a cylinder as the base shape. This could have already been the finished prop but I decided to add detail such as metal rims that were at the top and bottom, appearing as if they were holding the quiver together. I then added a seam down the middle and little buckles where straps would attach to the quiver. All of these made the quiver feel more life like and like it could actually be used. To go in the quiver I also made an arrow which I would copy and paste so that the quiver was full. The arrow was fairly simple as I used the tricks I learned from the sword on how to have a realistic looking sharp edge.

The hardest piece of all the props was the helmet and I found that the easiest way to create it was in separate pieces. I started off by creating the basic shape with a sphere as this gave me a rounded shape that would be used as the top. I then sculpted it so that it was similar to the original drawings that I had created. Since this was a sphere it was hard to use the bevel tool to add detail, therefore, I decided just to create the pieces separately and then attach them together. Finally, I created the wings which I used a side of a box with multiple segments so that I could adjust the shape. Then I mirrored all the pieces to create an exact copy to complete the helmet.

IN reflection to these and all the props that I have created I can see that I am improving every time I go to model something in 3D. The helmet is by far the best piece that I have created to this date, however, I know places in which I can improve on it and all of my other props. The improvement would be my topology. The wings on the side of the helmet do not have good topology which could be improved over time. As well as this I am still using a few tris which I am slowly managing to remove, making sure that the model is mainly filled with quads. However, something which I feel like I am already doing well in is my polygon count since I managed to keep this helmet prop below 600 polygons.

3D Models: Christmas Cracker

Due to it getting close to Christmas we had to choose a Christmas related item to 3D model. I decided to do a cracker as it meant that I could create two versions. One sealed and one opened with the toy out of it.

This was fairly simple to create as I used a cylinder to create the basic shape. II then changed the scale of the ending edge so that I had the cone-like shape. To make sure it was quads I replaced the end caps making sure it had no tris. Finally, I used the symmetry modifier so that I could create the entire cracker making sure all parts were exactly the same.

When making the open version I used half of the cracker and simply created the ripped edge by moving the edges randomly. I then used the shell tool to give the inside of the cracker depth, overwise it would be flat. I wanted the toy to be simple as usually all the presents within a cracker are simple and cheap. Therefore I just reshaped a box so that it had a sloped bux and a cockpit. I then added wheels on the side with tread marks.

reflecting on this I think these crackers may be simple but effective in allowing me to practice and complete a task using my own abilities. It also allowed for me to experiment and come up with multiple solutions. What I mean by this is that I was able to create a complete cracker and a used cracker with the toy showing.

Modelling A Shield

To carry on improving my 3D skills we had the task of modeling a shield of our choice from a selection of concept art. I chose to create the square war door shield. When creating it I used a cylinder to create the correct shape and then used the scale tool for the pyramid center. To make sure that the center was a quad and not a ‘Tri’ I left a very small square at the top so that each side was a quad. After this, I then used an FFD (box) modifier on the corner cubes so that I could add curves that came to a point in the middle. This took some practice to get right and so that it didn’t look odd. I finally used the symmetry tool to duplicate the side that I had already created so that they were both the same.

I feel like I have improved more with my 3D skills but I still need more practice. The symmetry tool didn’t work the best as I didn’t properly align it in the middle,. This meant that when the tool was used it was slightly bent. This was a very small mistake that could hardly be noticed however I will try to correct this mistake with my next attempt.



3D Modeling: Cart

To practice using 3DS Max we were tasked with creating a wooden cart based on a piece of concept art that we were given. We did this using quads and cylinders as the cart was very basic. When making the wheels we had to first cut out the middle so that the triangular polygons could be replaced with quads. The cart didn’t need to look exactly like the concept art but had to resemble it.

To reflect on this I feel like I need to continue practicing with 3DS Max as atm I can only create basic shapes however this is a good start. I may even recreate the cart in the future to show a comparison of how I have improved in 3DS Max.