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Production Log - Modelling

Date post: 25-Jul-2015
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Unit 68 – Production Log – Making The Models I decided to start with the hallway as that module will be the most used one throughout the environment. To create the cylinder’s hole I used a slightly smaller cylinder on a separate layer going through the larger one to “subtract” the larger object, creating the hole.
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Unit 68 – Production Log – Making The Models

I decided to start with the hallway as that module will be the most used one throughout the environment. To create the cylinder’s hole I used a slightly smaller cylinder on a separate layer going

through the larger one to “subtract” the larger object, creating the hole.

I used the same process as I did with the main part of the hallway using the same smaller cylinder.

The floor is simply a cube object which I stretched to fit the length of the hallway.

I added two panels on each side of the hallway model, these panels will act as a part for the doors to come from.

These pipes are made of three cylinder objects each. I made them on one side then used the mirror tool to create duplicates on the opposite side of the hallway.

I wanted to make an extra exit in the hallway for a separate hallway module. To make the extra exit I used the same method as I did to make the hole all the way through the hallway in the first place.

I had to create new pipes to make sure you could actually use the new exit; I then stretched the floor panel I made to suit the new exit. I also copied the panels and ring from one end of the hallway and

used them for the end of the new exit.

I have started to work on other objects that will be found in the ship environment. This bed is made up of basic cube objects; I sub-divided the pillow and quilt.

For this crate; I simply made a cube and used the bevel tool on each side of the cube.

This table is for the central room. I used a single cylinder object and the multishift tool to make this. I used the multishift tool because that way I could use the numeric tool with it to make it easier to

make the bevels in the object.

For this chair I used the size tool with edges selected and sub-divided all but the bottom of the chair.

To make this monitor, I made a cube with multiple polygons on horizontal and vertical axis so that it isn’t made of just six polygons, one on each side. I used the multishift tool to create the shape of the

monitor where I needed to add more polygons.

This table was made similarly to the circular table; only this one is intended to be joined to a wall and was made using a cube rather than a cylinder.

I made doors for the end of hallways and entrances to rooms using basic cubes with seven polygons going down the side so that I could create the shape of the doors where they would meet. I used the multishift tool to make the hole where the window in the door can be seen. The window is a single,

double sided, polygon with a glass texture. However, I may not even use these.

For the central room I used the surface editor to make a cube’s polygons double sided; I also used the main part of my hallway model to make the areas where the hallways will be placed. I will give

the ceiling a glass texture to allow light to enter the room, as I will for all rooms.

For the cockpit I had to create a new table to fit the shape of the front of the room at the window, to do this I just modified the other table I made earlier using the move tool with edges selected.

The coms room is the smallest room in the environment and is made using the same

method as the other rooms.

The crew quarters is long and has a window, this window is a polygon with a glass texture.

The medbay, on the left, is almost exactly the same as the coms room, except it’s slightly bigger.

The engine room is one of the larger rooms; the width is the same as the central room. The two objects joined to the room are the engines of the ship.

The garage is the largest room; it was made using the same method as I have with the other rooms.


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