Game Art: Model & UV Map a Low Poly Character tutorial Part 1

For the first part all it is and introduction, but where I will start working is on section 1 of the tutorials.
( Each part of the section will have 1 to 3 images white a bit of explanation )
In Section 1, Modeling and Unwrapping the Drive Wheel Assembly, I will be working on the following:

Creating the hub: For this part o will first create a cylinder almost the same size as the part I am making then aligning it and assigning the default material to it. After that I will resize the cylinder to look the same as the one its over.
From here I will be adjusting the connection settings for the loops and after this is done I will be working with the bevel tool.
and the final part I had to fix each vertex to match the curves.
Shaping the hub: Just adjusting the vertex a bit more and I also added edges to the front part of the hub.
All I did here is shape the mesh a bit more and added a smooth to it and the next part I will be working on Unwrapping. 
Unwrapping the hub: 
Here I unwrapped the object

Creating the drive shaft, part 1: 
For this part I created the low poly for this part of the mesh. Then I deleted most of the polygons so I can only work with one part then after that just have it go all around when I'm done with one area.


Creating the drive shaft, part 2:   

For this part I had to use a cylinder as reference to create edges and cuts on the low-poly drive shaft.

Using symmetry modifier to keep the shape: Using the same picture above I applied symmetry to copy over the edges from one side to the other for the first part. Then I deleted the polygons in the center.
Then I'll use the bridge and cap poly commands for the mesh. after that I will use the loop command and adjust the edge a bit to give it a curvature.
after this I applied symmetry to the mesh all around to look like this.
UV mapping the drive shaft: Here I UV mapped the drive shaft.

Building the drive cylinder: Just something simple as before
Using guide objects: I made a cylinder to use as a guide to know where I will cut part of the polygon.

Detailing the drive wheel: For this part I am detailing the drive wheel by moving the vertices on the low poly to look like the high poly after. Then for the final part I will delete all polygons at the back part of the low poly.

Finishing off the drive wheel:
For this part after I deleted the back polygons I had to extrude multiple times to get the rest of the drive shaft shape.
Setting up UV maps for the wheels: Same as before all I have to do here Is UVW Unwrap the cylinder & Drive Shaft mesh/model/etc.

In section 2, Building an UV Mapping the Wheels and Tread, I will be working on the following:

Creating the main wheel support: For this part I am beginning to create the low poly for the wheels. I will start with getting the wheel support first. using cylinders and symmetry with bridge.

Refining the wheel support model: In the part before this I will be detailing the wheel support a bit more. By this I am adding a bridge & Cap to fil the middle then I will also be using the bevel tool to make the bolt shape.

Creating the wheels: After I created the wheel support I will now work on the wheels. All I made was the basic shape first.


Modeling the wheels detail:
After I made the basic shape here I will give it more detail. I also made a copy of the wheel to move it to the other side.

Prepping the model for UV unwrapping: Still a bit more to be done in order to UV unwrap the wheels. working with vertex & polygons. Then I will uv map next.
Quick Seams (Cuts) on the Wheel Support
Unwrapping the wheels and support: Here I will be making more edges to seams on the rest of the model then I will UV unwrap.

Final UV Unwrap

Creating the single wheel: For the beginning part of this video all I have to do is duplicate a wheel that I already created and move it to the left to the single wheel. After this I will create more detail to the wheel.

Unwrapping the single wheel: Uving the Single wheel.

Creating the main support: Here I just created the main support model/mesh....
Unwrapping the main support: Here I unwrapped the Main support

Modeling the tread assembly frame:
Here I am modeling the assembly but only on one side.
Creating the rest of the frames: Like the title says I am using symmetry to copy over one side to the other then from there I will adjust the rest of the tread assembly.
UV mapping the frame Mesh: Uv mapping all over again but now with the tread assembly>
 Using splines to create the tracks: Here I used a spline tool (Line to create the simple mesh for the tracks and from there adjusted it and added a chamfer. Time for the UV Unwrapping.
Unwrapping the tracks: Same again UV unwrapping the tracks.

All mesh low-poly:







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