I have set myself a modeling task - to model my first car - and not just any old car. My brother (Oliver Silcock) is planning on competing in the British Drift Championship this year, and has been toying with decal-design ideas for his car. And so that he can quickly see how the design would work in real life - I am going to produce his car in 3D.
Let me just say that I am not probably doing this the proper way, but I thought that as per usual I could use this task as a personal exploration; of more of the tools in Maya, more methods of modeling, and more 'Dos and Don'ts' to learn!
These are some 'action shots' of the car I am attempting to model at some varied angles - and here's a cheeky plug of his YouTube Channel; MasheadOlly
Here are some screenshots of my progress;
I began by importing the respective blueprints into the view-ports in Maya.
I then started by tracing the lines in the side view of the car, thinking I could simply extrude outward the shape and have a half-decent model (how naive).
I then looked at the following Youtube clip - which encouraged me to model the car by manipulating primitive planes.
The next two screenshots are of my current progress using this method. I am however looking into other methods as used in the Modo/Bugatti Veyron Tutorial in the Magazine; 3D Art Essentials (Published in 2012 by 'Future' Media with Passion ISBN: 1-858704-51-0
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