Friday, 11 April 2014

Scene Process


For the scene for my forklift, my original idea was to create a a loading bay in a warehouse.
Here I have modeled the basic object shapes and layout. I then added several crates around the scene, piled on-top of each other. 


Here is the perspective I originally wanted to use however, after importing the forklift into the scene, the forklift took up too much space and coveres alot of the background objects, therefore I had to re-think the composition.


Extending the walls, allowed me to experiment with different angles. Now the scene is laid out nicely I then begin to UV all the objects.


Once I UV'd all the individual parts, I decided it would be more efficient to use four 512x512 texture map rather than a single 1024x1024. Using the layers in Maya, grouping the pieces together was easy.


Here is how I laid my four 512 maps out.




Using the game techniques for my forklift texture, I went and collected a variety of texture images which I could use to create four different texture maps.





Here is my final textured scene with the textured forklift imported into it. I am please with the outcome, if i we're to make changes, i would find a better texture to use for the walls and container, perhaps add some cracks and scratches.


here is the perspective I want to use as my beauty shot, now I have everything ready to be imported to UDK.


Here is my scene and forklift correctly imported into UDK







Texturing


Before I start texturing I created a AO bake, then setting the layer in Photoshop to screen. This gives the effect of shadows.



Here I have started to add a base color to my model, this is to ensure that my UV are working correctly



Here I have continued to add a base color and highlight's for the roof and pipe to check the UV's are working. I have also added some dirt and scratch textures to the side of the forklift.



Here I have continued to add more detail to the roof and lift, experimenting with different tools and techniques learnt from other modules. 


Here is my final texture, i'm pleased with the final outcome, if I we're to do this again, I would spend more time organizing the UV's to maximize UV space, this will give me more pixels to work with while texturing. I would have also gathered more textures images experiment with various other techniques.





Here is a specular map for my forklift, i will add this to the material in UDK.



UV

The forklift UV was fairly easy to create, using the layers from the modelling process to help keep them neat and organised in the UV texture editor. Making sure the checker texture is seamless throughout, without any stretching or distortion. I do this by stitching UVs together.


Here is my final forklift UV layout, I have overlapped objects which are duplicates to maximize UV space. I'm fairly pleased with the layout however, the resolution on some objects are low.




Here is my UV Snapshot I created from the UV texture editor, now I have this, I can begin to texture my forklift.




Modelling


I applied the reference images to two planes, I will use these planes as a template for modelling basic parts if the forklift.

Here is my base blockout, I made the model transparent to allow me to see my template while modelling the outline. Using the edge loops tool and extruding faces to create the more detailed parts,then using the merge vertex tool to tidy up the tris.


Here I have began to model the interior base, adding the inset to were the seat will be located, and extruding a few insets on the side panel for where the gears will be placed.



I have continued to model the forklift's base shell, adding the wheel covers and hooks. I then combined the objects to the base and use the merge vertex tool to connect the vertex from both mesh's.



To create the roof bars I continued to use the template, extruding from a single box to create the shape and angle of the roof. Instead of combining this mesh to the base, I have give this model its own layer. I also ensured that I deleted all faces that were not going to be visible in the view ports, keeping my objects nice and clean.



Here I have began to create the hood of the forklift, using other, more detailed reference images. once the hood was attached to the base, I then created the engine oil tank which stuck out of the bottom of the hood. during this stage, keeping the scale of the small detailed models right was difficult.



Here I have added the chassis to the forklift in its own layer, I then move continue to add the forklift's wheels extruding an inset for the inner alloy. At this stage I have the main shape of the forklift complete, now I need to model all the small pieces such as the interior and lift.



I have added the interior seat, gears, steering wheel, pedal, brake and pipe. Objects such as the steering wheel and seat I found difficult to model, I had to use different techniques to achieve the shape I wanted. I'm  fairly pleased with the outcome so far, now I need to start on the lift. 


The lift was a confusing stage for me, getting the design right was difficult. Using the outline templates I was able to get the the basic shape and positions of the different components. To keep the model clean and tidy, iIused separate shapes for all the shapes and then combined them and used the merge vertex tool.



Here is my final forklift model using 5900 tri's. The process has gone well so far, however, before I begin to texture I smoothed the back faces of the forklift and wheels, using the soften edge tool under normal menu. 


To ensure my forklift was to scale, I used the unreal man model as reference to scale.





Saturday, 15 March 2014

Reference Images


My first task for this project is to find and collect my own reference images of a construction vehicle and use these to create a 3D model in Maya. Here are some of the of images of a forklift I found.


















I am fairly pleased with the pictures I was able to take, however there were shot I couldn't take such as the front and roof due to the position of the vehicle.




Here I have used the back and side shots, in photoshop and used red lines to block the outline of the model. I will then apply these to a plane in maya and use these images as a reference when blocking out my vehicle.