3D Models
Barrel

I wanted to make a low poly wooden barrel with PS2 aesthetics and textures.
These types of barrels are commonly seen in mineshafts, normally holding gunpowder or other necessary items.
To make the barrel, I inserted a cylinder shape and started to increase its faces from 6 to 14. This would add more depth to the asset once the texture is on it.
I then extruded the middle section to make it more round. I then subdivided the top and added a plane shape on top of the cylinder to act as the barrel’s lid.
I added a barrel texture from the internet on top of my barrel, making sure the faces had the correct part of the texture.
Overall, this model was a worthwhile addition as it fitted the low poly criteria of my game. I think that next time I will add a solidify modifier to the edge of the barrel lid as at times the lid was too thin and it became invisible to the camera.
Shovel

I wanted to add a shovel to my game. I wanted to give the impression that they had been used by the miners. I wanted it to look fairly simple in order to cater towards the PS2 aesthetic.
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I started by inserting and modifying two cylinder models. For the shovel's shaft I used the bevel tool to create a sharp tip.
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For the spade I inserted a cube and modified it into a thin 3D rectangle in which I would use the boolean modifier to add multiple levels. This gave the spade a concaved look that I was satisfied with.
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I was satisfied with the final outcome despite having to spend a long time on the concave look as I was not happy with its previous iterations.
Oil Barrel

The oil barrel was made by getting a cylinder model and subdividing the middle. By doing this I could create deeper grooves to show that the barrel had been damaged over time.
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This was a very simple process to create. The addition of this texture to the oil barrel made the mineshaft's colour scheme look a lot less bleak and mundane.
Dynamite

I wanted to make a stick of dynamite which I wanted to use as a prop to make my mineshaft feel more alive and cluttered.
The process of this model was fairly simple. I started by inserting a cylinder asset and creating a boolean modifier to remove a small inner layer of the dynamite stick.
I then added a circular plane and extruded the top and used the bevel tool to create a 7 sided shape.
Making the string was more difficult but I followed a YouTube tutorial that helped me create this.
Overall, I think the string could have benefitted from having some weight to it. I felt the stiffness of the dynamite could be quite off putting at times.
Wooden Frame

I made some wooden planks and poles separately to help create what would eventually become the wooden frame of the mine.
When making the planks, I created a thin rectangle from a cube asset and used the poly build tool to make the rectangles look rough and asymmetrical.
The same process was done for the poles of the frame
Locker

The locker was an important addition as it gave life to the mineshaft. It showed the player that people had once used them as an everyday necessity.
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To make the locker I simply created a 3D rectangle using the cube model. I then used the boolean tool to cut out certain parts of the model. I then added shelving to the inside so that if the player was to inspect it, they could see the shelving through the slits on the top of the locker.
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Minecart


I wanted to create a low-poly minecart with rocks in it.
It was important to create this asset as it would really reinforce the mineshaft aesthetic as well as the PS2 look.
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I started by beveling the bottom half of a cube asset and then creating a 3D rectangle underneath to act as a base. I removed the top face of the cube so it could be hollow.
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I then added the hook of the front of the cart by using a simple boolean modifier.
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For the wheels I used a cube asset and increased the number of sides. I then made the width very thin and used another boolean modifier to cut out the middle section.
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I added multiple small 3D rectangle assets to act as supports for the wheel. Once this was done I copied and pasted it 4 times and attached it to the cart.
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To make the rocks, I inserted an isometric cube. This allowed me to extrude, subdivide, enlarge, bevel and reduce shapes and lines within the model to create an object that looked like a low poly rock.
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I did not have any problems making this asset and it was a great addition to the game. I am very happy with the look of this asset.
Plunger Detonator

It was important I added this item into my project to enhance the mineshaft aesthetic.
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This plunger detonator was made by using the bevel tool and manipulating the sides of certain objects.
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Table

Like the locker I wanted to show that people had once used this in the mineshaft.
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I wanted the desk to have a worn down look, as if it had been handmade much like the wooden frame.
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With that in mind I used the poly build tool to edit a cylinder model to make a wooden leg similar to the supports in the wooden frame. I then added a thin 3D rectangle and put it on top of the legs.
Petrol Can

To make the petrol can I got a cube model and used the bevel tool to smooth the edges to create the shape of a can.
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I then extruded the top to create the handle of the petrol can. The cap was made by adding a cylinder model and scaling it down and joining it to the petrol can.
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Wooden Box

I wanted the wooden box model to have another look to it rather than the same texture.
This was because I thought that multiple models of the box with the same texture would look repetitive.
I made the danger sign texture by layering a text layer over the original image in Photoshop.
Lighter

I wanted my lighter to look very much like the ones in the Puppet Combo games.
I managed to get a photo of the lighter from the games and put it onto my 3D model via the UV unwrapping feature on Blender.
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