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Bar Stool

Complex Mesh Experimentation

STAGE 1 - BASIC MODELLING

Using different shapes and tools, such as the curve modifier and bevel tool, I was able to re-create a bar stool similar to the reference I had previously gathered.

STAGE 2 - CUSHION MODELLING

For the stool, I wanted to create a realistic leather cushion for the seat. To achieve this, firstly I added multiple edge loops on both the X and Y axis of a simple plane object. Then by selecting all the multiple vertices created from this, I used the Poke Face tool, in order to create a triangular-cross shape on the plane. Lastly, I turned the faces into quadrants, and extruded the middle vertices outwards into a circular shape, and then down into the cushion. After extruding the whole object deeper, as well as bevelling the edges to give a more realistic look, the modelling for the asset was complete.

STAGE 3 - TEXTURING

Using the same method of creating the rusted metal, I created new textures for the stool, being leather, gold metal and light metal. After baking and re-importing these materials into the Blender file, I textured each section of the asset accordingly to complete the stool.

CONCLUSIONS

In conclusion, the use of multiple different tools in order to create the cushion not only allowed me to model a realistic bar stool, but also increased my knowledge and understanding of several new tools within Blender.

I believe that because of the effort put into the stool, the alleyway scene feels more realistic and full of life.

However, I do believe there are some areas for improvement. For example, some of the smaller details on the stool's stand are not very detailed or realistic. In the future, I will spend more time on every aspect of the asset modelling, not just the section in my immediate line of vision, which will in turn increase the overall quality of the asset.

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