Wednesday, 10 March 2010

Final quad painting

The illustration in it's finished form. I decided to put the vehicle in a open setting, to keep the emphasis on the design. Putting the rider outside gave a clear view into the vehicle and simplified the process of finding a good viewpoint.

My final door design keeps the silhouette unbroken, whilst providing a practical way to exit the vehicle from either side in a crash (necessary in something compact, narrow and enclosed). Although such practicalities aren't strictly necessary in a virtual design, I feel they help to sell its plausibility.

The second picture shows the Maya model set up for paintover; the last image demonstrates how the design leans into a bend.





Monday, 1 March 2010

Developing a beauty shot for the quad

Trying out a new technique here, making a simple 3D model then doing a paintover. Haven't done any 3D modelling for years, and since I've switched to a Mac since then, I'm unable to run 3DS Max. So I'm using Maya 2010, which is great, but I'm having to hit the tutorials to find where everything is. Unlike my previous 3D modelling for games, though, which required super-neat surface topology, here I can just group objects together and use as many or as few polygons as I like.

I've been through tons of variations to work out how the canopy opens, as I want the final shot to include a rider, which will be difficult if he is fully enclosed in the vehicle. The shell needs to split somehow to allow the rider in and out, and if possible to still allow this with the vehicle on it's roof or side following a crash. Trapping the rider would be a bit of a design flaw in a compact, enclosed machine. I want to find a way that doesn't totally destroy the silhouette when open though.