Studying a Bachelor Degree in Game Art, hopefully learning the skills to design model and texture characters in a game ready fashion, and how not to chronically abuse 3d studio max i have decided to compile a journal of my day to day workings...

17/10/2009

Buckle Up Lets Fly.

So I had constructed my stage from which i could model off, now it is to the interesting part. With no more than a cuboid which at the time i had images of turning into a kellogs box and running rampant ...



Well fortunately there wasn't chance we converted it to an editable poly an began shaping out the cylindrical shape of the fuselage in the front viewport using the scale and move tool to select vertices and shape the box, as this would save time later on.



Once the I had the cylindrical shape i swithced to the side view and continued to shape out the fuselage, trying to keep the amound of polys low as possible, more detail could be added later. Then i deleted the left half of the fuselage to reduce the amount of modelling required, symmetry modifier would be applied later on.

I extruded out from the main body to form the cockpit and then in the edge selection i used ring to select edges running through the fuselage and then connect to add a line at points where there was a change in shape, such as the bubble Cockpit, and the same applies for the air intake below.


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