Just spent a 1.5 hours working on the front. I think I'm done with that front end. If I have time for tweeking then I'll go back to it. Now all I need to do is more of the back, the top, sides and then the wheels.
Saturday, 2 August 2014
Friday, 1 August 2014
Veneno low poly
I have the big vents on the top back of the vehicle and I am very pleased with the outcome. Though I don't know if I could've achieved the topology any better. It was quite a pain trying to figure out the topology till I decided to draw it out in photoshop. I think a learnt a good way of figuring out topology. First I draw what I want and then I approach in 3D.
I still have allot left to do. A bit more of the back, capping the sides, the wheels, some more refinement on the front and allot more. One thing I should note is that the wheels will take up allot of polys so I should be carefully in my workflow. I guess I can find ways to reduce the overall poly count on the body.
Wednesday, 30 July 2014
Veneno low poly
Just slowly figuring out the topology. Matching it up bit by bit. Personally I really wish I was able to hide the spoiler. I can't get enough of a visual reference for the vent pieces. I'll just have to rely on imagination. I don't doubt there are better ways to approach this and shape the topology.
Veneno low poly
Whenever I do a high quality 3D project I work in 3 stages. These stages are almost similar to drawing stages
1: basic blocking figuring, out the size and proportions of the Prop or Scene.
2: Detailed blocking, figuring out the proportions of the detail within the object. (I sometimes tend to accidentally skip this stage)
3: Smoothing, refining adding more detail. This is the part where it gets to a really high poly count.
For now I just plan on getting to the detailed blocking stage restraining myself in the 5k poly count. If I end up with less I could probably do some environment stuff.
For ease of modelling I'll sometimes work with separate objects and then combine them later on. This is just so I don't have to trouble myself working all over the place with polys and edges.
Thursday, 24 July 2014
Deformers
Lattices are very helpfull for me. Though I use it more for modelling if I have allot of vertices that I want to move then I'll select them and create a lattice to move multiple vertices.

Sometimes I'll use a bend shape to create a tire tread or use to to bend the pattern for a car grill
Here is a screenshot of an old project I did using the lattice deformer for the grill and the bend deformer for the tire tread.
Sometimes I'll use a bend shape to create a tire tread or use to to bend the pattern for a car grill
Here is a screenshot of an old project I did using the lattice deformer for the grill and the bend deformer for the tire tread.
With the other deformers I haven't used them much and I'd only use specific ones depending on what I need to do.
Thursday, 3 July 2014
Texturing
Uv Unwrapping was a pain but then things got easier when I started texturing. I loved the modelling stage but the unwrapping and texturing where very new for me. Personally I enjoyed adding in the spec map.
For the spec map I didn't just use black and white. I noticed that black = 0% and white = 100% so I had so grey in it to mix it up a bit. I've been trying to maintain a cartoony style throughout the texturing stage. In the end it was allot of fun seeing the end result.
3 colours. Brown for wood, Gold and Red for a gen or fabric like material.
For the spec map I didn't just use black and white. I noticed that black = 0% and white = 100% so I had so grey in it to mix it up a bit. I've been trying to maintain a cartoony style throughout the texturing stage. In the end it was allot of fun seeing the end result.
3 colours. Brown for wood, Gold and Red for a gen or fabric like material.
Here I was using a grey color to reduce the spec instead of eradicating the spec
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