Tuesday, September 29, 2009

Interior auto

Working through the interior of the car was created by duplicating the original car portion from underneath, then creating the main interior parts such as the seat and rear seat, the dash was created by simple extrusions as well the wheels that have been created as two pieces the rim and tire with idea that it could be animated and during a crash it could fly off or blowout. at its current weight of around 4,000 polygons per side, I hope to keep this model in at around 10,000 total polygons for a simple base, accessories and interior police equipment will push the count higher of course for closeups of the vehicle. For distance the entire interior could be deleted and with rim tweaks stay in at 5,000 polygons easy. I plan on continuing the interior and then begin on the accessories, smoothing groups and a normal map for finer details. Remember this is more of a prototype car of what it would look like in 3 to 5 years, so it is getting a Green Face-lift along with other tweaks to make it environment friendly by utilizing pre- existing and emerging technologies and recycled products.

Sunday, September 20, 2009

Auto Interior

I believe that next generation games and animations will ask for higher and even more detailed autos and interiors even if the game is not a racer. From animatics, in game A and B button press load screens and game play. The automobile will continue to take the stage as one of those things that we will have a fascination with until auto manufacturers build flying cars. The seat is a little big and I will continue working on matching this model to the original project reference car. The hello kitty car seat reference is for the ladies.


Here is the auto model subdivided in the program this model is still weighing in at 1,490 polygons. I am hoping to keep it still under 2,000 for the shell of the car itself.

Wednesday, September 16, 2009

Futuristic Auto

I like to create inorganic and organic modeling my goal here is to create a futuristic police vehicle from a current vehicle type in this case a Subaru Impreza WRX-ST used in Japan, I have taken the current blueprints and will create an idea of what this vehicle might look like in 5 to10 years in the future. The current model half is a minuscule 414 polys, that will be mirrored or completed by the symmetry modifier, my goal for the completion of this model is 1500-2000 polys or less. These cars could literally litter the screen and through animations scenarios be set-up for multiple crash and chase scenarios.

Tuesday, September 1, 2009

Geometry Match

It goes without saying that the most important part of modeling for animation is using reference, however the one thing to remember is that you must try to maintain solid geometry with no overlapping and keep the polygons to a manageable number, lastly do not feel that once you have finished model that you can not dissect, reduce or reform the geometry of the model. Pride is a luxury you can not afford when it comes to your models if you have to rework it rework it.