Wednesday, 2 April 2014

Creating a 3D Ford Transit Van

Va Va Voom! 


Design Brief
In the game production side of the course we were set the task of modelling a Ford Transit van. Within the project we were required to model a transit van with a limit of 5000 triangles (tri’s) and a texture budget this budget consisted of ; a 1024x1024 texture sheet for the exterior, a 512x512 texture sheet for the interior of the vehicle and a 128x128 texture sheet for the glass and lights. To complete the project we were using the ‘Autodesk 3ds max’, ‘Photoshop’ and ‘Crazy Bump’ software.

How did I feel about this project?
At first I will admit I was sceptical about the task, it was my first experience of modelling a vehicle, I was very apprehensive. However, a lecture by our course leader relinquished these feelings. When I realised that this project was no different from the past game production projects, I started to get fascinated with the van project, which is shown by my excessive reference photo album.

Research
My research ideally began where I started taking pictures. My friend John and I set off to the nearby Ford garage, which we were advised by my teacher Steve. We took many images parked vans, vans in motion, textures and all. Anything we suspected would look interesting or work with our van design.

Resources
In the brief of the requirements we were given, there were a series of links to various websites, I used some of these to influence my project direction, especially the 3d previews of the transit vans. Although, there is a strict no copyright rule in our course, I could not utilize the resources that I had found from the internet. Nonetheless, the internet research did help with understanding of the form of the vehicle, how the light hits the vehicle and most importantly proportions.
Continuing my research I began to look at vehicles in games and were I might find the vehicle I had created in video games. I looked at such games as ‘Dirt 3’, ‘Burnout Paradise’, the ‘Colin McCrae’ games, ‘Truck simulators’ and even ‘Grand Theft Auto’.

 Although, I did not believe the van I created would be video game worthy, but looking at how vehicles in the games we play are well blended into their sciences, gave me ideas on how I could texture the van. There was a small tutorial clip posted on blackboard on modelling a vehicle, this was handy in helping me visualise the best way to mode. Additionally, I watched ‘YouTube’ clips on modelling cars using 3DS max- all of which were supportive. As hinted before, none of my research created a final solid outcome, but they allowed me to envision concepts for a final idea.

Conceptual ideas and planning
I chose to model the ‘Ford Connect 2005’. This vehicle project was 5 weeks long.  My structural plan consisted of:
·       Modelling for 2 weeks
·       Unwrapping and texturing in 2 weeks
·       The last week will be applying finishing textures (bumps, specs etc.).

Progression
After taking many images and visiting the Ford garage, I began modelling my van. To model in scale I used the blueprints provided to us on blackboard, as a basis of my model’s shape. Steve advised us to use the strip modelling method to model as opposed to sculpting a standard shape, which we did for the previous objects, it wasn’t easy to get right at first but, I strip modelled each side of the van: front, sides and back in line with the blueprints.

Afterwards, I welded the edges of each side to show the 3D shape of the van.  I added the Roof as a cap, after connecting all the faces. I did not bother with a floor of the car; I didn’t think it was necessary. I modelled the exterior, then the glass and lights which were followed by the interior.
After the body was fully sculpted, I began to add the finer details accordingly e.g. the grill, lights, bumper and so forth.

When I was happy with the finished model, I made certain that there were no engons (a tedious task indeed. Furthermore, I made sure all polygons were all flipped on the same side, another tedious task.

The 3rd stage of the project was unwrapping my van. This was by far the longest and most challenging aspect of the project. Unwrapping still feels like a task I need to work on. I do not look forward to unwrapping as much as I enjoy texturing.

Alas, in the early hours of the morning, I finished unwrapping and moved onto texturing. This task wasn’t particularly difficult as I had been doing so numerously during the intensive week, and this time round I was definitely better organised.
I cropped reference images that I took on my research onto dedicated texture sheets using Photoshop. Subsequently the sheets were applied to the vehicle.

Finishing touches
Unsatisfied with the look of my textured van, I added a normal map and a specular map to all the textures to five it more character. There is a nice dust look along the skirts of the vehicle, creating a sense of realism. Nonetheless, the specular map and added gloss map, allows the side plates to look shiny, a characteristic of a car. I had to alpha channel the glass and gloss mapped it too. I learnt from my peer Kieran that instead of alphaing, the windows completely black, paint them a mid-grey tone, just to hint at the windows’ see-through property.
Lastly, I added, photometric free lights to the model, a podium, a box warehouse and a huge ford sign in the background. It wasn’t necessary, but I feel that all of these helped to create a nice finishing render, to which I am proud of.


Issues and errors
No project is without fault and I did run into a few along the course of the transit van project. It was my first time strip modelling and Mitch Small flagged at how my van model was unevenly segmented. Secondly when modelling the rim, I extruded it forwards then backwards, this left a big whole where the wheel skirts should be, fortunately able to overcome it.
My last big issue was the texture. Although, I feel I have made a greater job of the texture sheet in this project compared to previous projects, but still, some textured objects previous look blurred and clunky. Additionally my specular map and normal maps might be too intense, perhaps I could have made it more subtle.


Final thoughts and Conclusion

Despite these issues, I am very proud of the way that my van project has turned out, this time round, I was better organised, better planned and not doing a half-hearted job. I have learnt from the project, to reference more, draw concepts of the model, dedicate more time to texturing, but most importantly stay organised, work to a plan and work quick to give enough time to correct errors. However, I am very happy with my outcome and if I stick to what I have least, it will be very excited to see the outcome of my next projects.




Ford_Transit_Van by denzilforde on Sketchfab

No comments:

Post a Comment