Friday, 28 February 2014

Low poly model


I completed the low poly version of the construction vehicle. I managed to tackle many of the issues that the block-out left me with. I found the block-out was not in the correct scale and this showed mainly when constructing the parts like the wheel arches and the inner cabin of the vehicle.
There are still some minor issues with the wheels not looking authentic but my plan is to normal map high poly tire treads to the low poly model. The scale of the vehicle is there as I used orthographic views to pull the model into scale. I added many details particularly to the inside of the vehicle and added bolts to the wheel rims. As for the poly count I have managed to stay under by 158 tris. I had to do a fair amount of optimisation through deleting unused faces and merging vertices/deleting edges that were not of use.
Overall I'm satisfied with my low poly and I will begin to work on the high poly parts in preparation of the normal map. I look forward to the UV and texturing of this particular asset. 






Saturday, 8 February 2014

Initial Block-out

Here are the initial block - out shots for my construction vehicle. Whilst there are many details to add it was important to get an idea of shape and size. The image planes were helpful apart from the back shot was perhaps larger than the side shots so I had to adjust them in the model. 
The actual model is a bit messy right now but as I reach a more detailed stage of the modelling I will clean up and hopefully it will better optimized.






Thursday, 30 January 2014

Reference Shots


For our 'Computer Games Modelling' module, we are assigned the task of creating a construction vehicle and a diorama to place the vehicle in. The constraints for the vehicle is a poly-count of 6000 for the vehicle itself and 1000 for the diorama. Other constraints include using our own textures, 1024 x 1024 texture size and presenting it in 'Unreal Development Kit'. For the reference shots I went out to a 'JCB' dealership and took photos of a 'Teletruk'. The vehicle itself is flexible in its purpose as it can attach multi-purpose components which I will consider including in the model depending on how well I optimise it. To do this I will refer to the other photographs I took while at the dealership. The photographs themselves are helpful as they allow me to create image planes within Maya to guide me whilst modelling. They also help me with the scale of the model.