Rick's Blog

MOTW-12Jan2015-Luggage Train

MOTW-12Jan2015-Luggage Train

MOTW history was made this week (a full two weeks into the challenge): the model was finished on Thursday.  The MOTW followed the 'airport support vehicle' theme that started last week.  This will be the theme for a few more weeks until all the support vehicles are one big happy family.  This week was a tug and luggage carts that form the train responsible for getting your luggage from the terminal to the airplane.

b2ap3_thumbnail_baggageCarrier1.png

After struggling to model the wheel wells last week, I decided a Subdivision Surface modifier is a requirement for nearly all vehicle models.  That worked reasonably well this week, but trying to keep edge loops intact throughout the model significantly increased my vertex count.  There are plenty of mistakes left to make, but I am getting better at linking assets during the creation but locally saving everything (assets, materials, images, etc.) packed in the final file.  The important Lessons Learned this week:

  • Subdivision Surface modifier is key for vehicles (see above)
  • Without blueprints, or at least a 3-view drawing, it is easy for relative dimensions to 'adjust' during modeling.  My 'need a human figure for reference' comment from last week still applies.
  • Noise textures are great!  I've started using them in almost every shader.  Over the next couple of weeks, I expect to learn the lesson, 'Noise textures can be overused!' :)

b2ap3_thumbnail_baggageCarrier2.png

0
IOTM-January-Work-In-Progress-Week 1
MOTW-5Jan2015-LuggageConveyor

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Sunday, 27 September 2020

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Rick's Blog

MOTW-12Jan2015-Luggage Train

MOTW-12Jan2015-Luggage Train

MOTW history was made this week (a full two weeks into the challenge): the model was finished on Thursday.  The MOTW followed the 'airport support vehicle' theme that started last week.  This will be the theme for a few more weeks until all the support vehicles are one big happy family.  This week was a tug and luggage carts that form the train responsible for getting your luggage from the terminal to the airplane.

b2ap3_thumbnail_baggageCarrier1.png

After struggling to model the wheel wells last week, I decided a Subdivision Surface modifier is a requirement for nearly all vehicle models.  That worked reasonably well this week, but trying to keep edge loops intact throughout the model significantly increased my vertex count.  There are plenty of mistakes left to make, but I am getting better at linking assets during the creation but locally saving everything (assets, materials, images, etc.) packed in the final file.  The important Lessons Learned this week:

  • Subdivision Surface modifier is key for vehicles (see above)
  • Without blueprints, or at least a 3-view drawing, it is easy for relative dimensions to 'adjust' during modeling.  My 'need a human figure for reference' comment from last week still applies.
  • Noise textures are great!  I've started using them in almost every shader.  Over the next couple of weeks, I expect to learn the lesson, 'Noise textures can be overused!' :)

b2ap3_thumbnail_baggageCarrier2.png

0
IOTM-January-Work-In-Progress-Week 1
MOTW-5Jan2015-LuggageConveyor

Related Posts

 

Comments

No comments made yet. Be the first to submit a comment
Already Registered? Login Here
Guest
Sunday, 27 September 2020

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