The modelling is going pretty straight forward. It´s loads of fun and a lot to do, therefore I am mainly focusing on the areas that are in focus on the shots to save more time on the project.
The approach or modelling method I have been using is to:
1. First block in all the areas so the model looks like the concept
2. Building up the forms by using the smooth mesh preview option
(adding support edges to hold the form/strive towards nice topology)
3. Converting the smooth mesh preview to actual geo
(smooth mesh activated, modify, convert, smooth mesh preview to polygons)
4. Keep all edges/faces that helps to hold the forms and delete all unnecessary edges/faces
(to lower render time mainly)
5. Use the sculpt tool to add more interest on different areas
(see image below)
6. UV mapp the completed parts when I´m satisfied with the detailing
For me this workflow works great for hardsurface modelling mainly becouse I do my modelling and UVS at the same time which results in a more pleasent variation of tasks.
To add more visual interest to shot two I added some small touches which are:
– Hydralic pipes pumping (the blue lines)
– Red Light blinking (red dot)
– Cylinders spinning (green cirkle)
All the wires/cables will be animated with the help of Ncloth (see previous post to se test result).
Pushing to complete the model next friday (the areas that will be in frame) with all parts needed and UV tiled. Welcome back for more cool stuff then!