Monday, 10 January 2011

Finale

Here's my final file.




Video

I think I will continue to model this train, and make a much higher detailed version as a personal project, as I have enjoyed the making of it.

That's a wrap.

Final 256 by 256 pixel texture for the low-poly model.


High-res version of the final low-res texture.

How've UV been?

My  low-poly UV unwrap, b4 I textured over it.

If I did this again, I would layer the 6 identical wheel meshes over each other, as the texture for them is identical, and this would give me more space for detail across the rest of the texture.

Am I missing something?

Just realised that I needed to stick photos of my printed model up on here...

So here it is.

If I was to print it again, I would probably make it about twice as big. This would help prevent it from braking (there is a small piece that broke off when the model was removed from the printer).

Lowpoly wanna cracker?

 

Here's a quick turn-around of my low poly model with the uv mapped, texture applied to it.

'UV mapping'...? More like "Uv UNmappable!"

So UV mapping has really hurt my brain over the last few days, and I've struggled with it quite a lot.
My models having lots of overhanging sections has made it all the more frustrating.

It's taken me quite a lot of time, but I think I'm starting to understand it now.

Annoyingly, I don't think I will finish the mid and high level detail uvmaps/textures for the deadline...

I think I should have asked for help with them sooner :(
Here's my texture for the low-poly model:
It's messy, but ok for the distance that the low poly model will be seen at.

The actual texture will be much lower resolution of course (as it's got to be 256 by 256 pixels)...
Which will make it this small:




<<<<<EDIT: I've now improved teh texture slightly, and have posted the updated version later in this blog.>>>>>


(...Turns out I did already use "rolling stock" as a title... oh well.)

"Rolling Stock"......... Did I use that one yet?

Well, I've finished modelling the 3 different detail levels for my train.

Low detail (500 poly):
It took me so long to get the model under the poly limit and looking the right shape. I was quite proud of it once it was done.
I think I saved myself some hasle without realising it, as I had designed my vehicle to have many 'faceted' faces, which meant that I didn't need to use any smoothing to get my desired result.




Medium detail (2500 poly):
The mid level poly model I found the easiest of the three to complete. I started from scratch rather than build from the low poly model, as I had simplified a lot of the shapes of the vehicle to fit it under the low poly limit.
This allowd me to more closely match the shape of my design sketches.




High detail (5000 poly):
I struggled again with the high poly model. This time I started with the previous model (mid-poly) and built up the detail in several areas. The first area that got more detail attention was the front wheels of the train, which were supposed to be big tyred wheels like those of a monster truck. then I added a small amount of detail to the tank track wheels. the main improvement to all of the wheels was the upping of their subdivisions from 8 to 16, making them appear much rounder. I failed to improve the detail on the tracks very much as when I tried to extrude the faces out to make them look smoother, I rapidly exceeded the poly limit. So I instead improved teh detail of the two chimneys, the cockpit windows and the railing at the back of the train. I also added a small ladder and door to the rear of the cockpit.