I animated the vehicle along the path and I had to make a couple of changes in the expression editor. I was lucky enough to use the twist function to my advantage so it would look like it drifted. Best part was that I could key frame it. After I finished rendering it I uploaded the PNG sequence to Adobe premiere and played with the timing there.
MDU105 Foundations of 3D Graphics
Thursday, 28 August 2014
Veneno low poly
I followed a tutorial about rigging a car from lynda.com to rig my vehicle. It showed a part about drifting which I will use for my animation.
Sunday, 24 August 2014
Veneno low poly
Doing a couple of test renders.I rendered this in an upside down dome.
I'll add back in the faces if I have to. Right now I just want to reduce the poly count.
Thursday, 21 August 2014
Tuesday, 12 August 2014
Veneno low poly
Slowly unwrapping piece by piece. Using the snapping tools makes the unwraping allot easier but still takes time to do. Right now I'm just trying to maintain texel density though I fear I can't fit all the shells onto the one map So I'll have to export multiple UV layouts.
Thursday, 7 August 2014
Veneno low poly
Currently UV unwrapping. This is what it looks like low poly.
I have allot of work to do UV unwrapping. This is what it looks like after I did the automatic mapping. So Another stage to neaten this all up.
Veneno low poly
The modelling has taken me 2 weeks and it is now time for me to reduce the poly count before unwrapping. I must make sure I keep it neat to unwrap it even though I'll turn most of the quads to tris.
Sunday, 3 August 2014
Veneno low poly
Working on the back pieces though I now have a total of 3.2k tris which will mean I will have to start cutting down in polys. So far I've been working in a high poly workflow and I will later have to duplicate projects to have one as a low poly project and the other as a high poly project. I plan on making a photoreal render of this vehicle during the holidays.
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