Monday, 2 November 2015

R2D2 Progress Diary #1: Primitive Shapes

R2D2

By drag and dropping reference images cropped to match the same width and height and using the align tool I have set up a virtual studio as in the 3 view editing plane exercise. This has proved useful for keep things in proportion and positioning of different components.


By pressing alt-x, I have been using a tool to make the selected object transparent. This has been useful for lining it up to the reference image when cutting any details into the model where needed. While always useful for the front view, this tool can become less useful in the top view where many objects lined up under it it. In that case, I hide the other object while still using transparency on the selected one.


Using a combination of spline modelling and boolean subtraction, I created the upper section of the leg. The latter allowed me to create and place the long cuboid to cut out through the whole width of the upper hinge and then using the 'reference' option, the shape was not deleted and I was able to scale it down to the size shown below. Using the boolean method however has left an imprint of the polygons for the circular hinge and thus added to the polygon count more than other methods.

  

Some parts of this model are quite specific and require shapes beyond those considered standard. However, taking a basic shape and adding modifiers is often the workflow used as a solution to this. In the case shown below for the bottom of the leg, adding a chamfer modifier to this cube created rounded edges. This was more effective than using the preset chamfer box under extended primitives as that would round all four corners and require some subtraction to flatten out the left edge.


This is the progress so far using mostly primitive shapes and some extruded splines in wireframe and in 'shaded' mode with no shadows:


Good parts:
  • The bulk of the model is already modeled just from finishing the primitive shapes and some simple extruded splines 
  • Use of primitive shapes keeps the model low poly even with shapes like cylinders as height segments have been removed
  • The hemisphere and cylindrical body were given the same amount of segments and same radius to match perfectly. This gives a smoother look and will help with adding details neatly
Issues:
  • The proportion was slightly off on the side view due to stretching the reference image incorrectly by not taking into account the different position of the feet when cropping. Simply scaling in the image to a better shape and seeing how it looked with the main cylinder of the body solved this
Improvements:
  •  The outer feet have quite a few polygons due to cutting out the booster shape and could be reduced by creating a less detailed, more rough outline
  • Leg shapes made from splines and lofting are complex and could be less rounded to reduce poly count contribution

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