Wednesday, 27 February 2013

Ground Based Vehicle Modelling Final

Week Five
Hey everyone, in this post I will show you what I did with my model and how the final looks came out.
So to pick up from where I left last time. Seeing that I have modelled the outside of my vehicle, it was time to start modelling the inside. First I started by modelling the doors on each side of the body and deleted the faces, so I could set up the doors in there place. After doing that and placing the door and the hinges where they needed to be, I combined both meshes, after which I centered the pivod in the middle of the hinges, so when I rotated the door could open. I did that, so I could use it in the future, if I wanted to animate it. After that I started modelling the interior, placing the seats, the steering wheel, pedals, shifting gear, etc. I also had to model the exhaust in the back of the vehicle. You can see it on the images below.




When I finished modelling the inside, I was afraid that I would have a problem with my polygon count, but to my fortune everything was good all I needed to do was a clean up faces which had more that 4- sides and the weren't many. Down below you can see the final result with the geometry applied. 


I forgot to mention that we needed to import the Unreal_Man into Maya, who is exactly 6 ft tall, so we could scale and model are vehicles in the proper size. Till next time. 

Ground Based Vehicle- Week Three

Week Three

On week three we had to present all the images we have gather for marking and also to have made up our mind on what we will be modelling and of course to have started modelling. After going trough my images I decided to model the Bv206 Hagglund, which you can see below:
After sorting out which images I could use I started modelling, but I had a bit of a problem. I couldn't photograph the inside, so I asked my lecturer if I could use any images from my colleagues and he approved as long as it was from people who weren't doing the same thing. Afterwards I imported into Maya a side, front and back images of the Hagglund and I started modelling from them.
I decided to do my low poly mesh and when I was finished with it, I am planing to make some high poly modelling for the details, just bake them out and put them on to my low poly object.

On the images above you can see a basic block- out I did of the main body and on the second image with geometry. I did this by creating a cube and using the eage loop tool and extrude I created what you see on the image from the cube. After blocking out the body, I turned my attention the the tracks and the wheels.





  On the images above you can see the a basic block out the track. I created it by creating an rectangle, selecting on one face and using the extrude tool I extruded following my reference until I got the final result. After that I decided to model the details of the tracks, as you can see, but I encountered a problem with my polygon limit. If I was to model the hole track with the details on it and duplicate it for the second one, the my polygons went sky high, so I discarded that idea. However, the wheels were pretty simple, I created a cylinder on which I deleted the triangle faces and using the Interactive split tool I connected the vertex's to create 4- sided faces. After that I modeled how the wheels were connected  to the tracks and also to the main body. It was very difficult, because between the wheels there was a lot of mud and I couldn't see very good behind them, but in the end I managed.



Below is the image of what I had at the end of the third week in which I modeled the tracks and the body as a basic block out.





Tuesday, 26 February 2013

Ground Base vehicle- Week Four

Week Four
Hey guys, welcome back. On today's post we will pick up from where we left last time and I will show you some improvement's I did with my model and problems I had.


So here are some images of what I did I finished blocking out the body and the wheels. Basically I started modelling some basic shapes on the front of the Hagglund, where the headlights and the radiator are. However. I didn't model everything, because as you can see, I was already pressed with the polygon count reaching 5000 polygons which was a lot, considering I still had to model the inside. For modelling the details on the front, I used some basic shapes like the polygonal cube and the polygonal cylinder, which after that remodel using the edge loop tool, interactive split tool and just a heads up, use the interactive split tool only when needed be, because most of the time it can cause Maya to crash and if haven't saved it's going to be pretty nasty. Wet's get back to the point. After adding some geometry, scaling, extruding and bevelling the edges to get a more believable surface, I got the final result. Also I deleted the back faces, because the objects were interacting with the main body and you wouldn't be able to see the back, so I didn't needed them and that way I reduced my polycount.

Next thing I did, was the rooftop with the pipes and the covering. The covering I did by creating a plane shape and after that adding some edges with the edge loop tool, so I could distort it. When I got the shape I needed, using the bevel on the edge to give it a more realistic shape. After that I modelled the pipes on which the covering was attached. For the pipe which goes from the back of the vehicle to the front, I deleted bout bottom and top face's and after that while selecting the edge and extruding till I got what I wanted. The same principle was use for the other pipes.
 After I did the rooftop, I was scared, because my polycount was showing 6000 polygons and I needed to go in and started cleaning stuff like edge's, face's, vertex's which I didn't need. I haven't realized how many face's and edge's I had in the tracks, which I shouldn't be there, because you won't be able to see them anyway. So I went in and started deleting everything that wasn't needed and that is how I reduced my polygons to 4900, which was refreshing and I was happy with the result. On the image below you can actually see what I had in the end of week four.
P.S: Please, share and comment, so I could get an idea of what you thing. Thank you, see you next time guys.

Sunday, 24 February 2013

Ground-based Army Vehicle

Week One & Two
For this computer games modelling module we have the task to do a ground-based army vehicle with a diorama, but we need to use our own reference images and texture reference, so we needed to go out and gather photographic materials for the model and for the textures. We also had a polygon limit of 10,000 polygons for the vehicle and the diorama. In the first week we needed to go out and gather reference images which could be use for textures. During week two there was a trip organized but our course leader to a place called Tank Mania (here is a link for the side, from which we found this place: http://www.tankmania.co.uk/), on which they took us to a farm in the country side, where we had the opportunity to take photographs of a great range of military vehicles such as:
Abbot self propelled gun tank
432 Armoured Personnel Carrier
Bv206 opentop Hagglund Amphibous Personal Carrier
DAF 4x4 troop carrying vehicle
Military Police Land Rover Discovery
Land Rover series 3 109
OC TAD
Below are photographic images of some of the vehicles listed above.







After that it was up to us to go trough our photographs and decide which of the vehicles we we going to model for this assignment.