Rick's Blog

Jan
22
2015

MOTW-19Jan2015-Air Stair

I borrowed heavily from the last two vehicles for inspiration, but the air stair chassis was created new this week.  Unlike the luggage conveyor, I used the Subdivision Surface modifier on the chassis for the air stair which helped the model look cleaner, particularly around the wheel wells.  Normally, I start from the ground up.  This time, I got the stair extension/retraction mechanism working first before attaching it to a vehicle. 

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Jan
15
2015

MOTW-12Jan2015-Luggage Train

b2ap3_thumbnail_baggageCarrier1.png
b2ap3_thumbnail_baggageCarrier2.png

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.

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!' :)

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Jan
09
2015

MOTW-5Jan2015-LuggageConveyor

b2ap3_thumbnail_LuggageConveyorDay1.png
b2ap3_thumbnail_LuggageConveyorDay2.png
luggConv_final_20150112-172206_1.jpg

 

 

The first several Models Of The Week (MOTW) will have an airport support equipment theme; this week's MOTW is a luggage conveyor.

Day 1: Spent the day finding reference photos and dimensions from the internet.

Update Day 2:  Rough modeled supporting assets (wheels, tires, etc.) and the vehicle itself.  I had vague memories of spinning curves to create objects.  That must have been a Maya memory, because Blender will only spin a mesh.

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Rick's Blog

Jan
22
2015

MOTW-19Jan2015-Air Stair

I borrowed heavily from the last two vehicles for inspiration, but the air stair chassis was created new this week.  Unlike the luggage conveyor, I used the Subdivision Surface modifier on the chassis for the air stair which helped the model look cleaner, particularly around the wheel wells.  Normally, I start from the ground up.  This time, I got the stair extension/retraction mechanism working first before attaching it to a vehicle. 

Continue reading
  0 Comments
Jan
15
2015

MOTW-12Jan2015-Luggage Train

b2ap3_thumbnail_baggageCarrier1.png
b2ap3_thumbnail_baggageCarrier2.png

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.

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!' :)

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Jan
09
2015

MOTW-5Jan2015-LuggageConveyor

b2ap3_thumbnail_LuggageConveyorDay1.png
b2ap3_thumbnail_LuggageConveyorDay2.png
luggConv_final_20150112-172206_1.jpg

 

 

The first several Models Of The Week (MOTW) will have an airport support equipment theme; this week's MOTW is a luggage conveyor.

Day 1: Spent the day finding reference photos and dimensions from the internet.

Update Day 2:  Rough modeled supporting assets (wheels, tires, etc.) and the vehicle itself.  I had vague memories of spinning curves to create objects.  That must have been a Maya memory, because Blender will only spin a mesh.

Continue reading
  0 Comments