Join Joel Bradley for an in-depth discussion in this video Creating the main wheel support, part of Game Art: Model & UV Map a Low Poly Character.
- [Narrator] In this first video for the chapter, we are going to set about creating the wheels that will theoretically drive the treads on our robot. In order to get things rolling, pun intended, I'm going to start work on what I am calling the double wheel, first of all. To do that, let's click to select our high poly mesh, and enter isolate mode. Click so as to view extend selected on our geometry. And then coming to the left view pod, let's use the Alt and W keys in order to work with it in a maximized view for now.
To start model creation, let's deselect our reference mesh, and then go ahead and create a new cylinder. So, left click and drag in the view port, release the mouse button, drag up to create the height, and then click, and right click to lock the settings in to place, and end the creation process. Coming over to the modifier tab, we want to set the radius of our cylinder at 1.635 centimeters. A very precise number, I know. But this is going to match our bolt. And so we also want to set the height to 1.176 centimeters.
For the height segments, we can right click on the spinner in order to set this down to value of one. And then the sides we will set at 12. This is going to give us a vertex at the top and bottom here, which will hopefully make it really easy to create the middle section that we will need. What we can do now, is engage the snap tool by means of the S key, and then after enabling the move tool, shift + right click in the view port so as to make sure that we have vertex snapping enabled. As what we want to do is snap the cylinder to the central vertex of the bolt on our high poly mesh.
We do need to make sure that this is sitting in the correct space, actually sitting on our reference mesh, but if we use the Alt + W keys, and take a look at the top view port, we can see that we are, in fact, way out. To fix that, let's drag our cylinder over. We may need to turn snap off for this. And then zoom in until we are sure that we are lining things up with the high poly mesh here. What we need to do next is make a copy of this. And so in left view port, we are going to hold down the shift key, and left click and drag.
Then, after releasing the mouse button, make certain that we are creating a copy. We may want to maximize our left view port next, using the Alt + W keys so that we can engage our snap tool, and snap to the center of this bolt as well. Then, disengage snaps, and come out of full screen mode by pressing the Alt + W keys again. One thing that we are going to want to do is apply our modeling material here. And so, let's control click to select our second cylinder as well, press M to open our material editor, and then apply the modeling material to our cylinders.
We are going to need both of these cylinders to be connected together, and so let's press Alt + W to maximize our view. Deselect our carpet cylinder, and then add an edit poly modifier to our original. In the geometry all panel up on the ribbon, let's click the attach button, and then add our carpet cylinder to the mesh. After right clicking to end the attach process, let's come in to polygon sub-object mode. And if we press F3 to switch to a wire frame view, you can see that we essentially have two sets of polygons that are more or less facing one another now.
What we want to do is select them like so, delete them, and then, after jumping in to border sub-object mode, select the borders we have just created. And then, connect them together using the bridge tool. You can hopefully start to see where we are going with this, so let's now come out of sub-object mode, and add a symmetry modifier to the stack. Now, dependent on which view we actually created our cylinder in, we may need to alter the mirror access here.
In this case, I just need to click the flip button, and as you can see, everything nicely pops into place. We need to add one more edit poly modifier here, so let's go ahead and do that. One thing that we need to make sure of is that both of these elements are definitely centered on their respective wheels. Just so that everything works correctly. If not, then we may need to move one of them so that everything works perfectly. If everything lines up, we can come in to polygon sub-object mode, press F3 if needed to jump to a wire frame view, select the polygon sitting just underneath the bridged section, then hit delete.
Jumping in to border sub-object mode, let's select the two new borders that we've just created, and bridge those as well. As you can see, this creates an interesting set of polygons that run right across the bottom of the mesh. Meaning, we can nicely bring things to a halt. As in the next exercise, we are going to start closing the gap up that we have here, as well as start to shape the wheel support a little more.
- Gamma and scale
- Setting up a scene
- Creation and shaping
- Using symmetry modifiers
- UV mapping
- Using guide objects
- Detailing and finishing
- Refining a model
- Prepping a model
- Exporting a model
- Fixing issues
- Normal map baking