After completing the animation for Ginetta, we then decided to try and place the car into a game engine and to make it drive able with some degree of suspension.
This was a quite a long process, initially the car had to be put into 3DS max and a bone system had to be constructed around the wheels of the car. The car body then had to be skinned for the suspension to work in the game engine.
After completing this process the model was then put into Unreal Engine, the blueprints of the standard vehicle template are then applied to the model. The bone system was then applied to the blueprint and the pivot points were adjusted. Also a rough collision box was made in Unreal and applied. Once the blueprints were complete the car was then added to a premade level and was drive-able on the terrain.
Due to the models of the campus nearing completion we decided to start texturing the models. This is another fairly long process, it involves unwrapping the model onto a flat surface. After having the flat template this is rendered out and took into Photoshop, the images are then applied to the unwrapped layer.
Additional effects are added by changing the contrast and adding bump and specular maps to get the finished textured model as shown above.
The building above is the Harold Wilson building at the University of Huddersfield
We are currently developing a full 3d model of the town of Huddersfield, including the university campus and other points of interest. We will be documenting the progress throughout the coming weeks and updating this blog with images relating to the creation of each model, for this project we will be primarily focusing on architectural modelling principles, using 2d data from the council to build 3d models from 2d plans. Where possible we will be collecting information to help us better understand the structures we are creating so that they are as accurate as they can be. Image reference and photogrammetry will also play a part in the reconstruction process, further increasing the accuracy of our buildings. We will be using 3ds max and Maya as our primary modelling tools but also delving into z brush and Photoshop where necessary for texturing and fine detailing.
3M Buckley innovation centre
The 3m Buckley innovation centre was the obvious place to start, as this is where we are based! We could therefore get very accurate levels of detail in the form of plans, even down to specific electronic plans for each room. The reason it was important to start here at the Buckley innovation centre with this level of detail, is that it would then serves as a basis for accurately matching other buildings (where data was missing) in terms of ergonomics and heights etc. If a door way or window was of one particular height then we could match this to the standard 3MBIC model which we knew to be exactly correct.
Modelling began from the process of introducing a 2d plane into the scene; this is then textured with a 2d map of the top down floor plan for the building in question. the plane is then frozen in place making sure to right click and set the plane as visible when frozen ( by default this option is set to be shown as grey when frozen ) this allows the modeller to build on top of the map without editing the original position of the underlying map. A simple polygonal plan is drawn out in position and the walls are traced making sure to use the correct edge looping techniques. When this is complete the buildings walls are raised to the first floor position. For the 3m Buckley innovation centre we also had the side profile data so the height of the first floor could be accurately re produced. A new edge loop was then added in the mid-section to allow for door ways to have their tops filled leaving the gap for the door bellow.
This process is repeated for the first and second floors with their different aspects being taken into consideration by the modeller, all three floors are then stitched together and detailing can begin doors windows floors and other aspects which add to the level of realism of the building. Below is a render of the finished building.
We are starting this blog to showcase the technology/visualization team inside the 3M Buckley Innovation Centre (3M BIC). This blog will post updates on current open source projects and showcase all the technology inside the 3M BIC. We hope you enjoy what's to come and follow us!
Here is a link to the 3M commission - an external project centred around 'Innovation'. Here you will see my progress and development throughout the journey of this project. Enjoy!