3D Modelers Needed for Regular Work
- Tila: Pending
- Palkinto: $100
- Vastaanotetut työt: 26
- Voittaja: AmroSuliman
I am the art director at VizFrame, a web-based software to make promoting products in 3D easy for online sellers with no artistic or programming abilities.
We are looking to expand our team of artists, to whom we will return on a regular basis for various 3D models. Even though one person will be awarded money for this contest, we will be selecting multiple exceptional contestants as part of our network of artists.
Using VizFrame, clients can not only customize materials, but map their own images to the model. We can't expect everyone to understand the 3D workflow, so we are charged with the tricky task of creating models with general, ideal topology and UVs for any image that might be uploaded.
Looking at the attached images, we first see the wireframe of our lipstick model. While this is a relatively simple model, topology controls the distortion in the UVs but also how we want our texture to wrap. In the live version of the lipstick model, you can see how we have the text for VizFrame wrap around the center section of the model. In the second image, you can see the lipstick broken down into different colors. These colors indicate a separate mesh. We break our models down into separated meshes, then bake and assign an ambient occlusion texture to each. The reason we break our models down into these separate components is to prevent drastic distortion in difficult to model/UV areas, but also according to what would make sense in real life.
E.g., The cap of the lipstick is broken into 3 parts, the top, side, and interior. The interior will not receive a texture from the client, only a base AO map from us, so we can UV that mesh normally. The exterior of the cap is separated into the top and side. It would be impossible to UV map the exterior of the cap without massive distortion, so we planar map the top and cylindrically map the side. This allows the client to assign their custom texture to the top and/or side without any stretching.
***Actual Contest Portion***
We would like submissions for a woman's t-shirt. We've provided an image of what we would like along with a colored version to show how the model should be separated. There should be a left sleeve, a right sleeve, a front, back, trim (colored in green), and an interior (colored in dark blue). The trim and interior will not receive a custom texture from the client, only an AO texture, so UV as you would any other model.
UV each component as best as possible to force the texture to follow model topology. Not all objects can be UV'd perfectly, so in some cases there will be distortion, but we try to keep it to a minimum. Please see the tshirt_ pictures attached to understand better. You can see how the texture wraps properly around the edge of the sleeve, the seams of the shirt, and most importantly, the center of the shirt where a client would likely upload their graphic. I've provided a UV example of the front of the shirt, but part of the contest is discovering who understands our process and needs most.
Once you've modeled and UV'd the shirt, bake an ambient occlusion map for each mesh. When baking, make sure that the dimensions of the texture follow the model's dimensions. The circumference of the lipstick base is 2.64 inches (6.71 cm) with a height of 1.03 inches (3.37 cm), therefore the texture has a ratio of 1 : 0.42, which is what the example texture has (1024 x 514 pixels). For the tshirt example I've provided, the front of the shirt is roughly 21.22 inches by 30.68 inches, so the texture resolution should be 708 x 1024 pixels. What we use to measure model dimensions is the MeasureIt plugin for Blender.
Please use the comment section if you have any questions, and please visit [login to view URL] in order to gain the best understanding of how we work and how the model will be used. You also have two weeks, so take your time, ask questions, this is for continuing work.
Thanks so much!