Saturday, January 12, 2013

Prelude- Door with/without handle


Next I moved on to the doors. 

This was rather tricky, with the slight curve they have in the middle. So far I think I have it right, but will have to see when I end up putting it all together. 



The handle was a bit difficult as well, but I did my best to line up the vertices on it with the ones on the door. 


I went ahead and made the door red, with the upper few rows of polygons black to represent the trim for the window section.


Prelude_Hood

So I began the modeling process with the screenshots, as I stated on the last post.
 Beginning with the hood, I used mainly the blueprints to get the general shape down, but then went in and did a slight bit of modifying the hood.
  I added a raised point in the center of the hood, near where the windshield is, to give it a slightly "beefier" look and feel.


Prelude-Photo References

To begin with the modeling process of the Prelude, I did some searches for the major components of the vehicle that I will be modeling. Here they are:
General Blueprints of the vehicle

More blueprints
Even more blueprints


Tail Lights


Bucket seats for the front

Middle console

Shot for bumpter and headlights

rear-end shot for rear bumper, tail lights, and license plate frame

door handle

Moonroof controls for the interior


Moonroof
Moonroof again

Back Seat

Front seat arm rest

Full Dash console

Interior Door

Another reference for the front seats

Another general reference for the exterior, mainly bumper, door, and mirrors


Another shot of the dash console

Another bumper reference

Rear-view mirror



Front bumper and hood reference

Steering Wheel

Radio console reference

Side mirrors

Wheels

Side view for door and overall silhouette

front fender(s)

Pedals

Gaming & Animation Capstone Spring 2013

Here are the plans I have for Capstone this semester:
1) Build a car (Honda Prelude) in Maya, texture exterior and interior. Rig & animate. I'm going to try and keep it as low poly as I can, so that it could be used in a game or a short animation sequence and not lag too much memory.
2) Rework Mech model by updating textures and (maybe) rigging. Also, break apart Mech model and have pieces inserted into landscape in futuristic apocalypse setting.
3) Provide renders of caribou and bear models with fur.
4) Build landscape in Vue, insert animal models in landscape rendering with different angles and staging.