The pre-production phase consists of the storyboard for the chest and the image on what the chest looks like. For the storyboard we were already given it as part of the creative assets folder, instead of having to make it ourselves (as shown in the image below).
Pirate gold animation (n.d.).
The chest however was given free choice on what kind we were allowed to make, this allowed other students a larger range of freedom and ability to make chests. I decided to choose a bit of a strange chest to make which is not round in nature but instead quite angled with many of its faces as shown in the image below.
Vintage Caribbean Pirate Chest (n.d.).
Modeling;
The initial work started in week four of our trimester, due to trying to find a chest that I liked and several times 3dsmax at home corrupted my save files. This phase was probably in my own opinion the most fun and kind of slightly annoying, in regards of accidentally sabotaging myself in trying to make the chest as clear as the model shown above, where there is no metal supporting part of the wooden faces on the lid section of the chest itself. I also forgot how to add a face to the inside of the chest, thus resulting in well quite a few problems that I have no idea on how to fix. I have edited the chest several times in making it more and more to it's reference image, alas I was keeping the bolts and lock out of it thinking it would be easy to texture in. The following images are the initial screenshots taken at the end stage of modeling the chest.
Front view (n.d.).
Top left looking down view (n.d.).
UV Mapping;
Strangely enough I thought I would end up hating UV mapping, however turns out I don't actually have doing a UV Unwrap on the model, it's just very time consuming. The reason why I say it's time consuming is because a quick UV Unwrap done by the program itself is not always the best, nor is clicking the button for flat face objects the best either, I ended up having to stitch several faces together on the inside of the chest to make sure that the checkered UV overlay was looking nicely.I've added several images to show UV Unwrapping on and of the model, shown below.
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| Bottom UV Unwrap (n.d.). |
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| UV Unwrap bottom parts (n.d.). |
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| UV Unwrap lid pieces (n.d.). |
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| Relaxing top of the lid (n.d.). |
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| Finished combined UV Unwrap (n.d.). |
Texturing;
The texturing phase was a very frustrating and time consuming phase for me, in essence that the assignment was based on making sure the chest fits the cartoon like aspects of the cartoon board game + assets that are provided to make the animation. The problem I ran into the most and that I have been unable to fix for I do not know how it is caused, is the metal colour bleeding (going onto) the wooden areas of the chest. Another problem was using photo graphs of wood and trying to blend them in and using filters or various tools in Photoshop trying to make them blend in or giving them a artistic and giving a cartoon like style/ feeling to them. I have tried several different wood textures, only to find that once I load them onto my model they look very stretched and strange hues appearing on the wood (I do believe this was due to using the sharpen tool and film grain tool in Photoshop). Eventually I found a wood texture that was big enough, and quickly applied it to the normal wood layer by changing the photo wood layer to Multiply, after that I decided to try and apply a water colour filter to the wood, and I have to say it gives it more drawn/ artistic style to it, and I am happy with the way that has come out, sadly I do not have a texture for the metal itself.
I have attempted to make the bolts on the chest myself by drawing them, but due to Photoshop working differently compared to Paint Tool Sai (SAI) and Manga Studio 5.0 (MS5 or CSP) I have not been able to make a drawn like metallic shading or drawn bolts/ rivets on the chest. The end result of having it done in Photoshop and then looking at it in 3dsmax was that... it looked like viewing objects in games in the lowest setting possible (absolute lack of detail), hence I got rid of that.
Several images have been provided to show the chest in its current state before I ran out of time completely and had to focus on the last assignment.
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| seamless dark wood texture (n.d.). |
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| Photoshop texture beginning (n.d.). |
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| Chest partially textured (n.d.). |
Sadly I have to skip all of the other phases of the creative pipeline such as; Rigging, Animation, Scene Assembly, Lighting, Render, Composition and Video editing. The reasons why is because I simply didn't get far enough for these stages, due to being plague with computer memory problems which causes my 3dsmax to freeze with every click (also crashing and corrupting files) and due to medication changes and adjustments during the worst time possible assignments wise.
References;
Pirate gold [Image] (n.d.). Retrieved from https://moodle-sae-au.axis.navitas.com/pluginfile.php/172571/mod_resource/content/1/MDU115.2_3D_Production_Pipeline_Creative_Brief.pdf
Seamless dark wood texture [Image] (n.d.). Retrieved from https://au.pinterest.com/pin/294774738084261997/
Vintage Caribbean pirate chest [Image] (n.d.). Retrieved from https://www.wayfair.com/Quickway-Imports-Vintage-Caribbean-Pirate-Chest-QI003078-QWI1140.html












