Wednesday, 4 May 2011

The final Character













UV mapping and texturing the character

Once I finally had a model that I was happy with I UV mapped and textured the character in photoshop. I UV mapped and textured the sunglasses seperatly.

Modeling the character

When creating the character I had to start the character over again many times due to not knowing how to start modeling it. It was also because I had made many errors which caused the model to not work.

Here is an example of one model that didnt turn out right because I had saved it and smoothed it without working on the clothes first:


It wasnt until about the 5th model that I final produced a model that I was happy with.

Saturday, 26 March 2011

Re working the vehicle

When I went to UV map the motorbike I noticed that I had some how managed to extruded too many hidden faces and edges. This ment that when I tried to UV map it there where too many unwanted UVS. This also ment that my polygon count for the vehicle was unecissarily high. To solve this I ended up having to delete a load of edges in the handle bars. I also had to delete and remodel the wheels and the main engine and seat part of the motorbike. By doing this it made UV mapping and texturing it alot more easier.





















Wednesday, 16 March 2011

Designing a character

For the character I wanted to go with an overweight, old, tough biker gang member.




The final environment rendered

For the lighting of this model I wanted to make it look like it was in a basement and so wouldn't have any natural light. I put in a few area lights and a spot light on top so it would look illuminated by a lamp light.



Sunday, 13 March 2011

UV mapping and texturing the environment

UV mapping took me a while to get used to. I decided to UV map my environment fully and properly before the other projects as the furniture and walls were simpler objects to uv map. By doing this I started to gain a better understanding of it and this would help me later on for when I shall finish modeling the vehicle and character. I had trouble with texturing the environment as well but eventually learnt about assigning different materials to different objects.















Saturday, 5 March 2011

UV mapping and texturing posters

The UV mapping of the posters was easy as it was only a basic square. I created the posters and photos by drawing them into the UV map in photoshop.





This is the photos on the dart board of two rival bike gang member and a picture of a pin up girl.





















The first picture in the top right hand corner is the emblem for the biker gang 'Hells Fury'. I had to redesign this a number of times but decided to go with the flaming horened skull idea. The next two are posters of motorbikes and another of a pinup girl.




















Modeling the environment

When creating the environment I found I had to remodel it twice as the first time i tried to model it, I had created alot of hidded faces, edges and vertex's. I modelled most of my environment by starting off with cubes and extuding from them to creat each component. I used planes for the posters and I modelled on bottle and duplicated it.



Thursday, 24 February 2011

Enviroment Design

















For the hideout design, I wanted to create it so that it looked like it was in a basement. The lighting in it would be quite dark. I also wanted to put some hints around the hideout to show the gangs personality and back story. There would be numerous beer bottle spread about the place, and up turn stools and smashed bottles to show hints of fighting. The posters would be of pin up girls and motorbikes as well as the gangs emblem 'Hells Fury'. There would also be a dart board with photos of rival bike gang memebers.

Tuesday, 22 February 2011

Choosing the enviroment

For the enviroment, I was originally torn between doing a tough biker gang bar or a motorbike garage. I Then decided to go with creating a bikergang hideout. For research I looked up on the motorcycle gang 'The Hells angels' hideouts and looked at picture of typical memebers for help on my character design later on.

Friday, 18 February 2011

Modeling the vehicle















When modeling the motorbike I had to figure out how certain parts would fit together and if it would function correctly. eg The how would the hood of the front wheel attach to the rest of the motorbike. I also had to think of how I would model the machinery part of the vehicle. I decided to go with a blank cube in which I would texture the engine onto it.

Saturday, 5 February 2011

Designing the motorbike



With this vehicle, I wanted to create a cartoonish styled looking motorbike. To do this I wanted to exaggerate the length of the handles bars, exaggerate the length of the front wheel and give it large over the top exhaust pipes.

Here are some design I came up with:

Wednesday, 2 February 2011

Choosing a vehicle




I decided to go with a cartoonised version of a harley davidson motorbike for my chosen vehicle.
















I like the exaggerated design of the handle bars and the long front wheel. I also like the flame designs on the motorbikes.