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Showing posts with label 2D Sketchwork. Show all posts
Showing posts with label 2D Sketchwork. Show all posts

Thursday, 19 May 2016

Automotive Design: PT 1. Modelling.

In my latest project I've decided to model a car from scratch, inside 3DS Max. 
In the initial stages I studied a lot of reference images of cars to make sure I got my design right. To create a realistic sports car design the car needed to follow certain patterns and an overall design language so all elements could exist cohesively. (If the rear looked a completely different design from the front of the car I would fail to create a sense of realism in the model). 
The two images below show my drawing designs I used as image planes inside of Max. Normally I would tidy these images up, make sure all edges are perfectly aligned and use a block black brush to make the lines stand out; but since this was my personal project and I was still undecided on certain parts of the car, I used this these images as a mere guide to figure it out in Max. 

Fig.1 Aerial Orthographic 



Fig.2 Front Orhtographic

The next step was to start blocking in the shapes and model the car. I started with the side panels and worked outwards. I also made the tyres inside a separate file and imported them in. This helped to keep the viewport clean. 
The general rule of thumb here is to create utilise a non destructive workflow, using an edit poly modifier for your Low Res, a turbosmooth to round the mesh and a symmetry modifier down the middle to speed the process. (A lot like a the modelling process for a character). 



Fig.3 Car Model Mirrored


Fig.4 Car Model (Half)


Fig.5 Car Model Rear

To finish up modelling I posed the car, with a light set up and cameras, ready for the texturing and rendering processes to follow... By rendering I was also able to pick out certain parts of geometry and improve my mesh, by adding division lines in the panelling for example or sharpening edges so I could meet that design language I had spent a long time thinking about at the drawing stage. 


Fig.6 Camera/ Light SetUp


Fig.7 Modelling Improvements


Wednesday, 6 April 2016

2D Sketch Practise: The Past

Very early on, before I started to push my artwork into the digital sphere, I practised drawing the human form. The human form provided me with the challenge of considering complex shapes, how they fit together and interact with one another, their surfaces and dynamism. This post displays some of my old sketch work I would like to share with you because I believe 2D art work paves the way for the latter 3D work. 







Thursday, 26 November 2015

Bourbon: Character Orthographic Sketches

From one project and onto the next. I've finished my tank and started to get to work on a very different project of producing a cool CG character, Bourbon the Bunny. I had this idea for quite a while but sadly I never got to develop it through out my time at university. Nevertheless I've come back to it now and I will be working on him during my down time. The aim of this project is to take something from nothing all the way until completion. Moving through the rigging/ texturing/ uving/ modelling processes one after each other (whereas my most recent projects in Max have been aimed at developing certain sections of my skill set). I'm very excited to start modelling Bourbon and start to translate the rest of my knowledge in Maya to 3DS Max. Without further a do here are the orthographic sketches I decided to draw by hand. 





Fig.1 Front Orthographic.


Fig.2 Side Orthographic