Wednesday, 20 March 2013

Update:- For the last month or so i have not had much time to keep updating my blog, However i have been keeping progress notes so here they are

Week Three Update - 07/02/2013 - 08/02/2013


The next major step for me was to get everything at least blocked in,  So my next major step was to model the wheels in, And update the treads, From here i could then look at what was left to model, and start decreasing my Poly/Triangle count, As i want to be under 4000 Tri count for half of the vehicle.

How they where made :- They round wheels where made by extruding the faces of a cylinder inwards once, then extruding the new faces in, and doing the same thing again to create and interior face, and the extruding the final part that sticks out.

The cog wheel (Yep that is what i am calling it) was created again with a cylinder  however i deleted half and mirrored after,

- Extruding the external faces, to create the cog shape
- I then extruded these faces again and used uniform scale to shrink them ever so slightly.

This is the end of the week 5 update. And here is a list of the geometry i have left to work on for the next week

1 :- Internal modelling completed - Seats, Struts, supports
2 :- Roof Modelling - The canvas rood needs to be modeled
3 :-Rear Of Model needs tweaking, And missing one part of the model

The next Major Thing: -



The next major update was to add the Battery Box/Petrol Tank - Yes I am not actually sure what this is
- The vehicle itself has allot of 'Optional' Extras, That are to do with a second part to the vehicle that i am not modelling. and i have chosen to leave these out of the final model until i have finished UV unwrapping and know my final Tri count.

The main shape was created with a box, and with a few edge loops i was able to manipulate the shape to match my reference images.

Next Update 14/02/2013-15/02/2013  - Week Four Update


A few days since my last update:-

Most of the basic geometry and shape of the vehicle is now present, I will list what i have left to do below This will probably run into week 5, A little bit, However i can already start optimizing the model, and decreasing the poly count if necessary

Week Four Final Update



During and all night session to finish of my work for week Five and Six and the interim assessment I noticed that I had gone over the Triangle Limit set by the brief. For some time i was in disbelief that i had managed to do this, And what should i do next.

So i looked long and hard at the model and decided where i could lose a few triangles, From now untill i have been through and optimized my model there will be no updates, Mostly because i think the final update will be most beneficial

Next Update Week Five/Week Six 18/02/2013 and 28/02/2013 - 29/02/2013

Clean up has commenced =), I have also decided that it is not worth posting and image as i do not know how to render wire frame and that would be the only way to show the progress


The first major step for me to start optimizing and lowering my triangle count, was to look at the the Major places I could loose polygons and Triangles. The first point of call was to follow one of my Lecturers advice and sacrifice the doors and a few other features.

So whats happened?

I have spent the last two weeks cleaning up the quality of the mesh and , Overall i had a allot of 'Endgons' (faces with more than 4 sides). This was done using the; Mesh Cleanup tool, and selecting the options that would show me the 'Endgons and then let me clean them up myself, this was done with the Split Polygon toll and Interactive Split tool.

High Poly Assets (successful)

Seeing as i have, Inevitably run out out of time, I really need to get better at this modeling Mlarckie

Never really having modeled 'High Poly' before I started with the simpler assets, The front lights and the main wheel were my starting point for the main model. The main point was to duplicate the original Asset/Object and then start using the SubDiv '3 key' option  and insert edge loop tool to make it smoother, Obviously to some extent creating a smoother mesh from an already rough mesh is an impossible hard task', in my opinion' and i was pleased with the outcome of the mesh of these models









Failed High Poly Mesh


I Modeled the tyres from reference, Gathered during the tank mania trip, The model itself was made in the same way as the other high poly model. The main difference was how i made the tracks duplicate around the wheel. I did this by using a Nurbs Primitive  Circle, and increasing the default amount of vertices so i could create the perfect treads.

from here i then used the combine option and used create animated sweep and Animation snapshot to create the shape of the tread. from here i could then bake the treads.














































The actual bake, You can see the tread pattern, has come out as good as i hoped, and the bake itself actually worked, however the final result in Maya was nothing like i wanted. i expected the normal's to be more defined, Not in the PSD file but in the actual model itself


The final result above, Please excuse the Back Face Culling issues, I do not know how to render around this problem. Overall the result was really low quality and even worse resolution. even on items that had a fair amount of UV space and texture map resolution. Also i decided to scrap doinga normal for the wheels, as the treads themselves are most definetly not flat, and seeing as a normal does not at geometry it just creates the illusion i do not see any benefit from having the normal map applied.

Week Seven - 07/03/2012 and 08/03/2013 and Week Eight - 14/03/2013 and 15/03/2013

Week Seen and Week Eight are all going to be about UV unwrapping and Getting my model ready in UDK, As well as trying to come up with something for my Diorama  - something I have not even looked at in a while.

The UV Sheet

The UV sheet took my 2 weeks to get perfect, or to a progress that i was happy with, This does not include any tweaks I made during the Easter Break. I eventually settled on the idea of mirroring my model, As this would give me more room for higher resolution overall UV maps.




The Final Result

This is the final result of the overall UV Unwrap and the Applied Texture Co-Ordinate Grid reference sheet Form previous experience i went with the Multicolored  Quadrant one instead of the Black and White Checkered Grid Texture. Overall i am very pleased with the overall result, there was very little distortion, and I managed to sew and fix as many seams as possible



Week Nine - 11/04/2013 and 12/04/2013

The Deliverable Assessment for a Layout in UDK Has been and Gone this week, Another assessment that I completely Missed.

So i went with the simple route out "originally", I did not feel good about this route originally, and still do not

So why did i do this scene?

Time was really running out for me in regards to how many weeks I had left until final deadline so i essentially coped out and went with the cheap option, Based on feedback i was told that the environment itself was to basic and that i could do something that benefited


I started work with the second environment almost immediately after this feedback.

Week Ten 18/04/2013 and 19/04/2013

Second and Third Environment

The second start to my environment was one of a stalled one, I was still stuck for ideas and did not know what i wanted the final Diorama to look like. 


I decided that i wanted something more military and Warzone in the scene, This is where I Modeled the Sand Bags, From here i then decided that I would like to make a much larger Diorama previously.


From the sandbags i then had the idea of modeling a ruined building, and positioning the sandbags in front of the building. 

Unwrapping the Diorama

The next step was to unwrap the diorama


The building on a simple 512*512 Layour


The Sandbag on a 256*256 - I had Considered that this was far to Costly in size


The base of the Diorama is again on a 256*256 texture - Again i think this is to low, and I could of easily grouped the sandbags with the main building,

Week Eleven - 25/04/2013 and 26/04/2013

Light maps and UDK are what I plan on finishing off this week. The first one i concentrated on was the main building, This was a nice test piece for me to get the hang of the Light Map's 


Sand Bags

The sandbags was my next UV's - ANd seeing as you cant have Overlaping UV's this is the result


The Haggalund LightMap


The base


The Final Textures

So I have finally finished my texturing

Haggalund BV206 Diffuse Texture




Specular

With the specular, Instead of just desaturating the whole image, I fiddled with the levels and colour balance- In my opinion this gives a much better specular color result.


SandBag Diffuse


Sand Bag Specular


Building Diffuse


Building Specular


Diaramma Base Difuse


 Diaramma Specular



Week Twelve 02/05/02013 and 03/05/2013

This week was all about finalizing my scene in UDK, The first two renders are singled out from Maya - You can see the edge flow and Modelling.

The final Image is a beauty shot of my vehicle in UDK. and how I really liked the final look, But would of liked to of added lights coming from the front of the vehicle






Saturday, 23 February 2013


Today i started the basic modelling for the base of my vehicle, Having already done the block out. i had a decent idea of the size the vehicle needed to be. I have also began to add some of the more detailed pieces of the door in.

- Started modeling in the Low poly of the door, this is currently separate to the rest of the model so i can make and exact duplicate for the high poly later on. This has allowed me to also create a thickness for the main body

However I have begun to get ahead of myself as i still need to model in the details on the back of the vehicle, also my Triangle count is at 1k Currently which is worrying for the current level of detail

Update Two

\Currently i have no done enough work on the front or Back, i decided that i would spend more time on the front


The next logical step for me is to start creating the shape of the body on the sides. Specifically the bulk next to the rear 'door'. Seeing as i am mostly planar modelling this, Im using the front and side viewports for this part of the moddelling.

From having the basics of the front and side modeled i decided that i need to work on the back of the model. Again seeing as this vehicles mostly flat, except for the occasional curve i am extruding the back edge to to create the main body.


Also from the previous update i have started to model in the smaller more detailed parts of the vehicle, such as the indents where the collapsible roof is attached to. The back also needs more work done upon it.

:-It Needs to be brought up to match the rest of the vehicle
:- The Hole where the cables come from the back of the main vehicle needs modelling
:- The mudflaps? need modelling
:- The endgons that i have created when modeling need to be fixed.

A major Update since my last Post (Sorry this is all in one go its been being done in Word)

Since my last update I have started to model the internal geometry for the vehicle. Even though its only very basic. I have set the width for the exterior panel of the vehicle. and modeled the base of the interior.


Things to look at/fix Currently

:- The rear panel is to thing, This needs to match the sides more closely
:-The front door is not pronounced enough - This needs to be fixed
:- Although you cannot see it the wireframe is all over the place, I need to clean up and fix this before i get to detailed

Small Update

Since my last major update, I have started to model the front dashboard, and center console (Batteries and Petrol Tank access) - See image Below




So what is left to do?

from this point of modelling i have got most of the main details from the vehicle in - At least for the main body. I still have a small amount of details to model on the rear and front panel. As well as the headlights and attach points on the front.

 To Do List:-
:- Model front Headlights
:- Model rear detail (cable access)
:- Model Dashboard shape Properly
:- Add cable duct to center of model, From the center console
:- Model Front Door Handel
:- Model Roof (DUH obviously)
:- Model Hinges on door
:- Model Hinges on front - Collapsible roof

Major Update -

Since my last update i have started modelling the front and rear headlights, and adding detail into the interior, Also something i forgot to mention, the current chair you see is for referencing purposes only. It is not final it was just so i could position things more correctly in the front of the vehicle




 To Do List:-
:- Model front Headlights
:- Model rear detail (cable access)
:- Model Dashboard shape Properly
:- Add cable duct to center of model, From the center console
:- Model Front Door Handel
:- Model Roof (DUH obviously)
:- Model Hinges on door
:- Model Hinges on front - Collapsible roof

I have also really disappointed with the progress i have made this week due to technical difficulties in Maya. every time i used a major tool such as insert edge loop, Interactive split tool or Merge vertex Maya locked up, and because of this had to work around what was happening, I then re installed Maya to fix this.

I also need to separate the roof, to make this segment easier to unwrap later on,  Also i really do not like having everything i have modeled grouped together and attached. As it makes it harder (in my opinion) to fix mistakes later on.

Major Update - Week Five

This week, I have stepped up my Game ;) I have re positioned the interior dashboard, after having found a decent piece of reference on the internet.

The first Image :-


In the first imaged you can see that i have fixed the angle of the dashboard. And the center console is in my opinion now more natural looking, Not just a block. You can also see where i have started modelling the Hinges for the door, and added the second strut for the the roof.

The Next Photo:-


The light modeling is now finished, On the front at least for now, I also realized that i do not need to model lights on the back, because this is a joint vehicle, the front part does not have any visible.

There are however some things to fix, You can see the edge very clearly on the right of the light, and that needs to be fixed, Something that can be easily done by adding another edge. I have also finished adding all the geometry to the front of the vehicle, except for the odd few pieces that i need to add to fix holes in the mesh. (not currently visible on this render)

The other major step i have made, is modelling a 'Place Holder' Mesh for the tank tracks. So that i can start modelling the internal geometry.


 To Do List:-
:- Model front Headlights
:- Model rear detail (cable access)
:- Model Dashboard shape Properly
:- Add cable duct to center of model, From the center console
:- Model Front Door Handel
:- Model Roof (DUH obviously)
:- Model Hinges on door
:- Model Hinges on front - Collapsible roof

:- Model Dashboard Details

Sunday, 10 February 2013

Hello and Welcome to what will become my Computer Games Modelling Blog for Semester Two of University.

For this semester the Assignment is to Model, texture and Present a game ready asset with no more than a 10K triangle count, As well as this it has to be modeled in a professional matter - So no Endgons or smoothing errors as such.

During this assigned we are also expected to gather are own reference images for modelling as well as textures, So on a trip to Tankmania - See link that follows http://www.tankmania.co.uk/vehicles_tank_mania_driving_days.php - However before i went on this day out i decided that i would take a look at what vehicles this company actually had :-
  • Abbot self propelled gun tank
  • 432 Armoured Personnel Carrier
  • BV206 opentop Haggland Amphibous Personel Carrier
  • DAF 4 x 4 Troop Carrying Vehicle (TCV)
  • Military Police Landrover Discovery
  • Land rover series 3 109 3/4ton
  • OC TAD
  • Miniature Tank

Once i was done looking at this i had a better idea of which vehicle i would like to model overal, There were two clear winners - The BV206 Haggalund and the OCTAD. I had a few reasons for choosing these over the other vehicles, other than I liked both these vehicles and had never heard of either of them before.

When we arrived at Tankmania it became apparent that some of the vehicles where out of commission  - The tank, and although we could take photos i had already made my mind up from the first few minutes of the trip which vehicle i was going to model and that i would focus more upon that vehicle,  Having took a decent amount of photos for that vehicle i decided that i would look for other 'Reference/Texture' images f0r my project : - Lights, Fuel Canisters, Scratches, Mesh, Woods, Concretes - anything that could be of use during my project.