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Completed only the Body part of the watch and dial, and the emission was set too high on white, may need to tweak in the future and finish up the leather wrist straps! 
The glass crystal has a light blue tint in it but is there any way to make it refract light in small rainbows along the edges of the mesh? owo
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These are some BW alphas I cleaned from images and some self-made in Photoshop for Substance painter so I can paint height maps, plus some UDIMS that exported diffuse, roughness, metallic, and normals (into Maya).
(textured obj is from the substance painter viewport!)
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This week I finished the UV Layout, but haven’t gotten a chance to start working on the texturing. 
For next week: Prioritize the main body of the watch dial for texturing for the final render. Start procedural texturing ASAP so I can get into details. Die trying to hand in completed.
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I modeled more details on the bezel like numbers and extra ticks then cleaned up the topology of the base cog of the bezel by drawing lots of quads ;w;
I created a Texture material analysis for the watch, then I started on UV’s. I am a little over half finished the UV layout, I think I just need to do the small details.
For next time, I need to redo the small crown knob on the side, the topology needs to be reworked before UV layout, then finish the rest of the UVs, fix the text’s meshes and do the wave texture on the watches back face.
Questions: 1. Is there a way I can clean up the mesh of the text?
2. Which is the best way to create the wavy texture on the backface plate of the trident? Should I do zbrush? Or stick with Maya?
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This week I cleaned all of the meshes, they didn’t have stable topology and some needed to be smoothed down but some of them came out quite high poly. When I flip between the display smoothness in Maya, they don’t shift quite much now. (The last image of the meshes with shaders is the old one, just for reference)
Goal for next time: Start layout for UVs, add some more details in Zbrush, and do material analysis for the watch.
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This week I updated the bezel of the watch and added extra details like holes on the straps and the pattern ticks 
To Do: 
-clean up proportions of the watch and change the scaling. 
-start Redshift texturing
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This week I fixed a lot of continuity errors with proportions and positioning/orientations of the watch parts. Then I started to make ridges around the Bezel dial on the face and the case’s back details.
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For this week I worked on more details of the subject, such as the buckle’s latch, the strap holes, the backface’s holes, and the watch face’s hour ticks and date square. 
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Week 3: I uploaded the Lighting and rendering video and modeled the watch strap and rings, the watch hands in the dial, and the buckle.
I’m just using arnold shaders as a temporary color stand in for materials
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Week 2: 
This week I modeled the crown, the case back, the front case with lugs, the bezel, the dial, and the crystal lens in a basic form. 
I used Arnold shaders just for basic shading and differentiating certain parts. 
The bezel dial still needs more details I can use with the Bevel tool and I will probably make the back case two different meshes.  
Also finished the lighting and rendering assignment
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Object Choice 3: Copper-colored jewelry box 
I like the details on the box, though I think the “Dubai” font is gaudy, I may change or remove it if I chose this object
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Object Choice 2: Zelos Great White Swiss Automatic 1000M Steel Meteorite Watch
I like the engraved details and reflective texture on the face of the dial
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Object choice 1: Christopher Ward C60 Trident Bronze Pro 600 Watch
I like the color scheme, detail branding, and materials
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