Thursday 24 February 2011

Modelling Pt.1-2



i then rotated the eye lids to a "neutral" possition











and aligned them back with the body,
i then used the fdd box on the body to shape the body around the eye a bit better.













i selected the edges where the mouth is to go and chamfered them to enable me to create lips by a simple extrude












i possitively extruded the polys in the place of the lips and negatively extruded the polys for the mouth box. i extruded in a few steps so that if i could select the edges in a loop and scale them to create a more effective mouth box.











i think the character so far looks quite effective now for the wheels.











initially i created some very basic wheel to mock up the size and possition. once i was happy i moved them inward to then create the wheel arches












i wanted the wheels to be quite large like on real fork lifts.














where the front wheel intersected the mesh i selected the polys and extruded into the body mesh

























i made the rear wheels see through (alt+x) so i could use the same process as there are more polys at the back it was more difficult.













i then negatively extruded and tweeked the verticies to create a more smooth shape.












i then chamfered the outer edge to create a flaired wheel arch. to fully encase the wheels and allow them to be wider.












this is the basic model finished.
now to make the model individual and more detailed.












i uvw unwrapped the eyeball and put the eyes in, this took alot of trial and error to get the correct possition, width, size, but i think the result is worth it. i also added a slight specular level and glossyness to create a more realistic eyeball.










i added more detail to the wheel by seleting all the horizonal and vertical lines on the "tire" and chamfering with 2 segments, i then moved the new middle line inward to create the tire tread.
i also added some detail to the wheel hub by connecting the spoke like lines and scaleing/moveing to create the shown shape.








i added some advanced materials (i created for a private project over xmas, and stored in an external material "library" to use in the future) to the differnt objects in accordance to the colour sceme i outlined in a previous post. (these arnt set in stone just to help visualise) the eye lids and body have a carpaint like texture, the wheel hubs are chrome, the tires actually have a fabric texture but looks very effective as rubber.






i swapped the colours of the body and eye lids as it made the character a bit dark, here is an initial render.









i then created the forks and piston cylinder.
i wasnt sure how to connect the cylinder to the body to i looked back at the RXX concept, there seems to just be 4 mounting arms that directly attach the cylinder to the body.





i created a block that extrudes from the cylinder to then create the mouting arms.










i got a bit bored of the character creation and decided to retexture some crates
i created for my game, they are basic boxes that inset the polys and extruded inwards.
with a metal texture and 2 wooden textures for the panels i added the same image as a bump map to add a little more detail.





the forks in possition and linked to the trucks body.


now to rig the piston and bone the forks.





i aligned the 3 sections of the piston and raised each to the maximum height that is possible.
i then created some dummies to link the sections to and aligned then with the piston sections "Maximum". i then created lines to path contrain these dummies to. each line was the exact length of the travel of the piston.


























when the top piston is moved the rest need to move an equal distance along their own path











to do this i have wired the parameters of the percentage along path to the top piston for the bottom 2.










for ease of use i added a handle above the truck to coinside with the driving rig i will be building next.







i rewired the parameters to the handle percentange for each piston section and it works as intended. i then linked the lines to the piston cylinder to follow the truck if it moves.





i then created bones in the forks to allow me to animate them.







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