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

























