Friday, September 10, 2010

Car Renders

Here are some quick renders of my complete car mesh. I am quite pleased with how the model has turned out (apologies for the poor textures I just applied a few coloured blinns to get the feel of the finished model). I could take the time to texture the mesh completely, but right now I am beginning another car model, this time experimenting with a different method of working for hopefully better results. This mesh is by no means perfect (far from it) although there is only 2 triangles, which I am quite pleased with, the topology is not as even as I would like and it does stretch and streak when smoothed. This has prompted me to try again using a different method, partially to improve my modelling speed and also to improve the quality of the model. If the quality of this next model is better I may spend some time texturing it to a high standard.



Thursday, September 9, 2010

First Render: Car

This is a quick render of the smoothed out car model. It smooths pretty well, just a few points here and there that arent quite as slick as I would like, due verticies moving in the smooth etc. But on the whole pretty good. I am going to work on the glass next, just decide and number of polygons required to make it look smooth and then match the panes up with the chasis. Then its just adding a few more details (I'm thinking licence plate, door handles etc) and then the model will be finished.

Wednesday, September 8, 2010

Car Model

This post is an update of my earlier posts showing my progress on my car model. At this stage the model is pretty near completion. Only a few last minutes bits need to me done. First on the list is to tweak some edges so that when the body is smoothed (for best results but with the most resolution) there are no gaps between chasis and other bits (doors, windows etc). Second is decided what I am going to with the base of the car, its not apparant from many angles but there isnt actually a base to the model, I am thinking of just using append polygon to fill the hole and then extrude it in and up. If I am going to animate the car and make it do any snazy jumps then I might have to model a bit more detail into the base of the car (exhaust pipers, wheel axis). Finally is how much small detail I choose to add. I have already decided that this model will not include the interior of the car, but its just a case of what nice touches I feel the model could use (door handles and such)

Ford Focus Continued

I have been continuing to working on my car model. When I began the build I was using references for a ford focus rally car, however as the basic shell of the model is complete and I am not using references as much I am starting to adjust the model in what ever way I think looks best. Since the last images posted the mode has improved a lot. I am spending a lot of time improving the topology of the mesh (getting rid of pesky triangles). The reason their were triangles to begin with in the mesh is that when the build was start (and put on hold some time ago) I was following a tutorial that showed you how to build a low res polygonal mesh for the car and then convert it to sub-d and use creases to finish up the mesh. I am not to keen on sub-d modelling and so decided to just add more polygonal resolution to complete the mesh. As it will have a similar result but can be rendered easier (as in order to properly make use of soften and harden edge tools you need to render in mental ray). But I have digressed, in the original tutorial a lot of the things you were told to do left triangles or n-gons, in certain places I just let them happen to make the shapes, but now I am going back in and removing them to improve the topology of the mesh. I have also started to extract sections such as bonnet, windscreen and doors in order to detail them further as seperate parts of the mesh.


Tuesday, September 7, 2010

Summer Work: Car Modelling

Another part of the hard surface modelling I have been practising over the summer was to construct a car (or other vehicle, but I settled on car). I have plans to use the finished car model in a scene. The idea is to create a derelict, urban street theme. I am then going to alter the car mesh (make it look burnt out and wrecked) and have a protagonist character crouched behind the car with the mech in the background. But for now I will settle for just finishing the car. The model is coming along well, just needs some more tweaking. At the moment I am removing faces such as the headlights and windows (some of these edges will be extruded in before I do anything else). The windows will probably be re-inserted using append polygon once the metal frame of the car is modelled. For this model I doubt I will be constructing the interior of the car.





Sketchbook Pro Work

I got a little be addicted to autodesk sketchbook pro over the summer (after acquiring my snazzy wacom tablet). I love the simplicity of the program but also the great results you can get from it. Here are to of the better pieces of work I've done on it this summer (there have been plenty others, but for a long time I hadnt quite found my feat with the program yet) The second picture is a work in progress


Summer Work: Putting bits together

Here is the torso mesh with the head mesh finally included in the mesh. I am rather happy with how it attached, although I am still experimenting with a few piece of topology, particularly the shoulders in working how best to make sure the line of muscle from the pectoral runs into the shoulder and arm (for best look and best deformation). Once I have decided the best way to do this it will be straight onto modelling the arm and attaching the hands. I am really pleased with how this mesh is coming along. Still need to tweak the face a lot (he is looking very orcish at the moment)