The Process of Modelling and Rigging
a Mechanical Model
Once comfortable with the process described in the Precision
Modelling tutorials it should become quite straightforward to build
large complex models from numerous components. However being able to
animate those models means you need to be fairly strict in the way you
name each component and the structure of how they are parented to each
other. The Mirror Modifier was a useful short cut for modelling but can
cause some problems further down the lines on this project I applied
the modifier once the modelling was finished.
With the basic model completed and all the
parts parented to either the armature systems or the main body it was
time to start adding details.
Moving hydraulic components need hydraulic fluid to be pumped through
them, so this necessitated pipes and hoses. Pipes aren't a problem
because they are static items in relation to the components they are
attached to, but hoses need to flex and move with the animation.
I experimented with a number of methods to achieve this but found you
could obtain a very realistic movement using just curves hooks and
empties, what's more you can set the end tangency of the hose so it
doesn't rotate at the end point. I will write the method up as a mini
tutorial sometime in the future.
With a few more details added it was time to see how this model looked
in a render. Basic materials were added for the paintwork and a highly
reflective material added to the hydraulic piston to simulate the
ground chrome material. The model was then positioned on a plane which
was curved at the back to simulate a studio back drop. Two area lights
were added with together with a light behind and above the model
relative to the camera.
In order for a reflective material to look good it must have something to reflect.
A
basic reflection map was created by placing a UV sphere inside a box
together with a few props to simulate a studio flash brolly.
The
UV sphere was set to the maximum reflection and an image renderer of the
sphere. This was then used as an angle map in Blenders world settings
The end result was a fairly convincing image of an excavator, though given time the image could be improved considerably.
This isn't the end of the excavator project, I now need to UV unwrap
the model and add some realistic textures then set the model in a
construction scene. All that is however for a future date and I will
post further information here when it is completed.
I hope you have found this run through of the project useful.