Final Update

Today is the final day of our internship in which we create new models for Qbots!

I completed an animation for the energy cube where a few cubes rotate around the main cube, much like the model of molecules revolving around an atom although not as fast. The main cube bobs up and down which encourages the player to pick it up and the pace at which the whole model moves matches the flow of the game. It was a great change of pace from trees and other environmental assets I’ve been focusing on for the rest of the month.

I’ve submitted the last of my models to the team and I’ve proud with how far Lewis and I have come throughout this experience. Although it wasn’t TOO long, we both learned a lot and consider the internship as a whole to greatly benefit our future as well as who we are as 3D artists in the present.

All that’s left now is possible clean-up of some existing models and some congregation with rest of Qbots to see what are next step will be.

I’m feel enlightened to have completed my internship and, as stated, positive that my future will greatly benefit from the time I put in this month.

Thanks for keeping up with our updates and rooting us on the whole way. We know there’s tons of you out there rooting for us!

Until next semester,


Tree Development

My Alder Trees are coming along nicely. Here you can see some differences from the first tree I modeled compared to one of the most recent:






The newer models have much better foliage from 360 degrees and also make better use of faces and tris. After modelling numerous versions of the same tree, I can safely say I’ve developed the best methods available.

Instead of simply combining 3-4 planes with a single texture, the new method uses multiple planes with a smaller texture included on each one. This gives the illusion of density near the center of the tree and less density around the edges from any angle, just like in real life.

Another model I’ve been able to work on (thankfully) besides trees is an energy cube that’s meant to be scattered across the world. It was interesting to experiment with different translucent and diffuse effects in order to get the effect I was looking for.



If needed, I could easily think of numerous animation ideas to implement in order to make the pick-up more attractive to the player, fits the world, etc.

That’s all for today.



Alder Tree Progress

As I said last week, I’m mainly focusing on modeling different types of the same Alder Tree that will be placed into the game. The idea is that the models bear similar resemblance but don’t look identical, which may make the game feel “cheaper” or “like plastic”.

The main differences on each will be the trunk and this is also the space where I’m allowed to express the most creative freedom. Being the largest type of tree model, they should resemble a strong, thick oak-like trunk with minimal branching.

The canopies are all relatively the same and their construction will vary less than the trunks will, respectively.

Pictures to follow!

That’s all for today.


Week 2 Comes to an End

A long and productive week comes to an end as I submit three more models for the team today.

1. Alder Tree D

2. Vine Plant B (Textured)

3. Vine Plant B (Highpoly)

Although this week has been more challenging than the past one, I feel relieved that I’ve been able to accomplish what I’ve done. I’ve learned some great techniques  on how to more convincingly model foliage and since our max-polycount has been raised, that certainly helps.

Experimenting with low and highpoly versions of the same model is an interesting experience and I’m sure I’ll learn more about those and AO passes in the time to come.

Next week’s work includes removing some N-gons from previous models and starting work on new Alder Trees. I’m glad to have learned so many methods from this internship already. I’m confident that this is truly a great experience and one I don’t take for granted.

Until next week.


Week 2

Today’s work included working on a new set of trees for the team known as “Alder Trees”. They’re massive trees in scale to a Qbot but their construction is relatively simple.

Like my previous tree models, I started building the trunk from the ground up ignoring other branches and only focusing on the main “stalk”. Then I focus on moving and editing certain edges and vertices to make it look less cylindrical and more like an actual tree.

Next I start work on the branches using the same Bridge technique as in my previous trees. This method still helps save time and polygons so I consider it very useful.

After the tree is modeled, I can turn my attention to creating and eventually placing the leaves among the various branches which is my favorite part because it allows me to see the final product of my work!


Although similar to previous models, this and every other tree is unique.

For the rest of this week, I plan on continuing to develop different variations of Alder Trees.

That’s all for today.



Updated Vine Tree

Vine1 Vine2


Today I was able to finish my broken tree model by completing the normal texture and also by adding some color.

The model looks 10x better and I’m happy with how it turned out.

I decided to re-map the whole tree because my previous technique caused clipping between the base and the actual trunk. The new map is a solid square and, although the mapping took longer then expected, the end result and ease of texturing was invaluable and I’m positive that I saved time in the long run.

I submitted this and two other models that I plan on showcasing over the weekend to the rest of team.

Lewis and I are both making great progress and we’ve definitely made this week a productive one. We can’t wait to spend more time helping the team and learning new skills at the same time.

Until next week.



Step by Step

Today has been quite a productive day. I began by starting work on a new type of tree model that is different than the one’s I’ve modeled so far. This one is broken off at the top so although it doesn’t require as much vegetation, I still needed to create it in a way that makes the stump look solid and organic. It also has a number of vines running up and down the bark.

After taking care of the trunk, I wasn’t sure how to add the vines until I discovered that it would be easier to add a normal map to the base and trunk of tree. Although it took some experimenting in Photoshop, I found a technique that produced decent looking vines and added the texture to the base of the stump. I expect to finish and add the rest of the texturing for the second half of the tree tomorrow so as to have it presentable for our weekly Qbots group call on Sundays.



Here you can see a preview of what the vines look like on on the base, and eventually on the whole stump. Between now and then is a very iterative and “step-by-step” process but I’m excited to build something new and learn some great techniques along the way.

That’s all for today.


First Day Completed

The first day of our internship has been completed and I can already assume that the entire experience will be educational, opportunistic, and collaborative. I can’t wait to spend more time working with Dave, Cody, and the rest of the team at Qbots!

Today, Lewis and I were assigned to model certain environmental assets which included trees, vines, flowers, and other organic models. I got started working on a tall and skinny tree model but after some review discovered that the number of polygons would be too high for the game to handle. I then took a different approach by reducing the amount of faces for each cylinder that made up the tree. This alone cut the poly-count by more than half. Aside from then, I paid slightly less attention to detail when creating the trunk to further decrease the amount of polygons for a single tree.

I also learned a new technique to better model each branch of the tree:

Instead of creating a brand new cylinder for each branch and simply placing it through the trunk, I cut out an equal number of faces from the tree and from there I was able to bridge the polygon borders from from another cylinder placed slightly outside the tree. This method saves time and polygons and I’m sure will be a useful asset in the future.

That’s all for today.