"Next-Gen Armored Car" Day 2
Over the course of this extensive 7 day series. Shray Khanna will guide you through the entire process of creating a next-gen, low poly vehicle using Maya and Photoshop. Throughout the series, Shray covers the complete next-gen pipeline in detail. Starting with the low poly modeling in days 1 & 2, and then moving onto uv mapping, high poly modeling, baking, and finally texture creation.
Also available in this series:
- "Next-Gen Armored Car" Day 1
- "Next-Gen Armored Car" Day 2
- "Next-Gen Armored Car" Day 3
- "Next-Gen Armored Car" Day 4
- "Next-Gen Armored Car" Day 5
- "Next-Gen Armored Car" Day 6
- "Next-Gen Armored Car" Day 7
On the rear part of the hatch, create a new Polygon Cylinder with 12 sides using the Make Live option (1), and then in Vertex Mode select the top vertices and scale them in to create a taper, as shown (2). Delete the bottom faces of the cylinder as they wont be visible.
Now select the top faces and using Extrude (three times), achieve the shape shown below (first Extrude the faces and Scale them in, then Extrude again and Move the faces down(1). Finally Extrude and Scale in again) (2).
Now Select alternating edges on the center edge loop, and go to Edit Mesh>Collapse. That will collapse the selected edges, and we will now have an optimized edge loop (reduced polygons.)
Now select the faces contained in the optimized edge loop and by using the Extrude, Movement and Scale tools create the shape of the antenna, shown below.
According to our blueprints, there is another antenna on the other side of the hatch, quite similar to this one. So select the faces you just created and go to Edit Mesh>Duplicate face.
Now select the duplicated faces in Object mode, and change the pivot to the center by pressing and holding D+V. Then move it into position and scale it a bit to give it some variation (1). Also lower it's height by moving the vertices down (2), and then scale the verts and lower loop down as well (3).
Now using the Make Live option, create a new polygon Cube on the surface as shown. Select and Extrude the rear face of the cube to create this shape. Remember to always delete the bottom faces on this kind of geometry. (as they won't be visible.)
Select the top two faces of the shape and extrude them once, move the faces up and scale them in a bit (1). Then Extrude the faces again and move them up, as shown (2).
Now using the Insert Edge Loop Tool, insert an edge near the center (1), and then select the rear end face and Extrude it up to get the shape shown below.
Now go to Create>Polygon Primitives>Torus. And place the new Torus over the extruded Cube shape. Align it according to the cube shape.
Now Select all these additional faces and delete them.
Using the Create Polygon tool, create a shape by following the side view blueprint.
Using the Split Polygon tool, join all of the open vertices to get rid of any kind of n-gons (1). And then select all the faces and extrude them (2).
Insert a new edge loop using the Insert Edge Loop Tool (1) and then select the lower face and Extrude it out. (2)
Now get rid of the extra edge loops required for the extrusion, by snapping and merging the vertices to the corner (1). And then Mirror the Geometry to the other side to complete the shape (2).
Using the Split polygon tool, create 2 new edge loops around the lower part of the shape (1). Then select the 2 center bottom faces and extrude them down. Select the rear faces of the newly extruded surface, and extrude them out, finally move the 2 upper edges backward as shown (2).
Create a new Polygon Cylinder with 12 sides on side of the base, extrude it's side faces to create this shape (1). Then move the rear part of it to the center of base and Mirror it, to create the other half (2).
Next create another new Polygon Cylinder with 12 sides for the gun nozzle. Again by using the Extrude, Movement and Scale tools. Create the shape shown in the steps below.
Duplicate the nozzle cylinder and delete all the extra faces but the original cylinder shape (1). Then also delete the faces below the top 4 faces (2).
Now select the 2 alternating edges and go to Edit Mesh>Bevel (1). In the settings box that opens, set the "Segments" to 1 (2).
Select the rear end edges and extrude them a few times, to create this shape.
Delete one half of the mesh, as we don't want to have to do the same work on both sides. (we'll mirror it after.) Select these side edges, and using Extrude create this shape. (1) After snapping, merge the selected vertices together. (2)
Extrude the edges from side part now, and snap it to the center edge (1), then using the Split Polygon Tool create 2 new edges so they can be snapped to the 2 open vertices (2).
Now Extrude the side edge of rear part and snap it to the center (1). Using the Split Polygon tool, create 2 new edges to snap to the 2 open vertices (2).
Now Extrude the bottom edge towards the center and merge the vertices.
Now Mirror the geometry on the X-axis (only) to complete the other half.
From the rear, select the two faces shown and Extrude and Scale them in (1), then Extrude the faces again and move them backwards. Also scale them down a bit on the X-axis (2).
Now Using the Create Polygon Tool, create the base shape of the gun's trigger in the side view.
Now select the face you just created and extrude it, move it out and scale it down (1), then with the same selection go to Edit Mesh>Poke Face (2), and it will create a few edges that will fill all the open vertices.
Now select the face on the other side and Extrude it, move it a bit further back and then delete it (1). Finally Mirror the geometry on the X-axis, to create the other half (2).
Create a new Cube in the side view that covers the Handle of the gun, and Extrude the front face to match the shape on the blueprint (1), then insert an edge loop using Insert Edge Loop and move the front center point forward a bit, as shown below (2).
Now again using the Insert Edge Loop Tool, insert 2 edges on both sides of the mesh an equal distance from center
Select the center edges on both sides and scale them down on the X-axis, this will push them towards the center
Now select the other remaining edges (from both sides at a time) and scale them one by one to get this shape (1) and then insert an edge in the center from the rear or top view. Select the new edge loop by double clicking on it and Scale it up on the Y-axis, this will create a rounded handle (2).
Now Select the two center faces of the upper section of the mesh and delete them (1), then select the small loop left on the top (2) and delete that too using Delete Edge/Vertex.
Now using the Append Polygon tool, fill the gap between the 2 edges (1), and then fill the small hole that's left below using Fill Hole (2).
Select the rear bottom faces and Extrude them, then move them down a bit and scale them down a little too.
Create a New Polygon Cube and align it to the base of the car in the side view.
Now select the front face of the cube and Extrude it, in the top view place it according to the blueprint.
Extrude the selected face again and move the vertices to match the shape (1), and then go to the Top view and scale the vertices in. (2)
Now Select these 3 vertices and move them forward.
Now with the same Vertices selected, also select the last two. Scale these down on the X-axis to match the blueprint. You can also confirm the shape in the front view.
Now select the lower Vertices and move them backwards a bit (1), add another edge loop using the Insert edge loop tool (2).
Select the front edge and Extrude it several times to achieve the necessary curvature.
Now in the top view, move the vertices to match the hood shape as shown in the blueprint.
Now select these edges and extrude them downwards.
Now select the rear-most faces and extrude them, also move them a little bit backwards.
Extrude the selected faces again, and move them backwards. Scale them in on the X-axis (only) to match the shape.
Get to the side view and move the vertices to match the shape, also move the center edge vertices downwards, as shown.
Now select the upper rear face and Extrude it, and then in Vertex mode move the vertices to match the shape.
Now from the top view move the vertices of the face you just extruded.
Now go to the Side view and match your created Surface to the blueprint.
Select these two vertices and make them straight on the X and Z axis using the move tool.
Now as we're done with the basic shape of the base, mirror it on the X-axis, to complete the base.
Now create a new Cylinder with 24 sides (1), select the center and lower half faces (2) and delete them.
Now in Vertex mode, move the vertices to match the shape of the fender, as shown.
Now select all the faces and Extrude them downwards.
Select the side faces now and extrude them to the center (1), then select the lower center face of the mesh, and Extrude it downwards (2).
Select the Center bottom faces and the inner side faces and delete them.
Select the lower edge of the front and extrude it 3 times towards the rear part using the move tool, and snap it there.
Now in Vertex mode select the snapped vertices and merge them together, then select any of the open edges and Fill Hole.
Now using the Split Polygon Tool, first split the face into two parts, so the lower polygon is a quad. Leave the upper polygon as it is. Then use Triangulate and Quadrangulate, with only the upper face selected.
Now Mirror it, and we finally have the complete part.
Duplicate the front wheel arch to the rear of the car, and select and delete the center faces. Then in Vertex mode, match the wheel arch shape.
Select the center faces of the mesh and delete them. Then in Vertex mode, select the inside of both sides and scale them towards the center on the X-axis.
Go to the Top view and create a polygon cylinder with 12 sides, and select the center faces, as well as the lower half of horizontal faces (diagonally.) Leave only the faces required for the curved shape.
Now select the edge of one end, and using Extrude, complete the whole shape. Then select the last snapped vertices and merge them.
Select any Open edges and Fill hole. Then using the Split Polygon Tool cut the face as shown below.
Now again using the Split Polygon Tool again, cut the remaining edges in as shown.(1) And with the remaining faces follow the Trianglate-Quadrangulate method (2).
Now match the orientation of the base mesh, and select the lower front vertices and move them forward. Then from each side, add another edge using the Split Polygon Tool.
Select the lower edges of both sides, Extrude and move them downwards on a slant only(1). Then remove that extra edge that isn't contributing to the shape by snapping and Merging the vertices (2).
Select the 4 lower vertices and move them down a little bit to make them perpendicular to the surface below. Then using the Append Polygon Tool, fill the two gaps in-between them.
Again using the Append Polygon Tool, fill the faces on the back (1), and Extrude the 3 back edges, and snap them to cover the part.
Now by using the Make Live option on the base mesh. Create another polygon cube beneath the part you just made.Then Extrude the lower face and move the vertex to give it a slight angle.
Now place another Cube on the left side by Duplicating the center cube, and deleting the bottom faces. Then duplicate the same cube again, and place it below, change the shape accordingly.
Now using the Insert Edge Loop Tool, insert 2 edges on the lower cube (1). Then snap the lower two vertices to the bottom corners, and Merge them together.
Now select the 2 top faces on both sides and Extrude them (1). Delete the extra edge loops, because they are of no use (2).
Now select all the pieces you've created and Duplicate them. Move them over and place them on the other one (1). Then Flip the pieces and scale them to -1on the X-axis of the upper part only.
Now in the Top view, move the vertices to match the shape on the blueprint as close as possible (1). In the Top view, delete all the center edges, and add a few more edges on the horizontal surface, then match the correct shape (2).
Add 1 more edge to the side, and move it to get the proper shape. Using the Split Polygon Tool close all the open edges.
Now Duplicate the part we created for the turret base, and move it to the correct position. Match the orientation by rotating it in the side view.
Create a new Cube in the side view, and add a few edges to it using the Insert Edge Loop Tool. Then move the vertices to get this shape.
Now Duplicate the mesh again, and move it to the correct position. Combine them to make it a single mesh. Then duplicate the whole thing twice and place the copies as shown (2).
Create another Cylinder with 12 sides on the lower side of the base (1), then using Extrude follow the shapes below (2)(3).
Extract the thinner section of the cylinder, then select every second edge around the top, and ring the selection. Finally we'll Collapse them.
Now "Make Live" the Base mesh and create another Cylinder with 8 sides, near the corner. Then extrude the center faces and create this shape.
Create another new Cylinder with 10 sides (1). Then using Extrude, create the rear and front end shapes (2)(3). This will give us a headlight shape.
Create a new Cylinder with 5 sides and place it at the center of the headlight. Make it long enough to pass through the other side. Then create a Sphere with 8 sides on top of the light.
Create a Torus with 4 sides and 10 subdivides respectively (1). Place it just above the light, then delete the lower half and move the vertices straight down until they meet the cylinder shape (2).
Now Duplicate both the angle piece and the light, and Invert Scale them to mirror them to the other side. Then Go to Create>EP Curve Tool.
Now "Make Live" the base mesh and using the EP Curve Tool, create this shape just over the surface, as shown.
Now By Clicking and Holding on the curve, go to "Control Vertex", and edit the vertices by moving them a little bit further away from the surface.
Create a new Cylinder with 6 sides and then snap it to the curve by moving and pressing C (Used for snapping on curves). Then select the Front faces and then the curve, and then Extrude .You'll notice that the face went backwards as you Extruded it along the curve. Do not worry, let it be for the time being.
Now select the Cylinder and under the "Channel Box", select the "Extrude Input". Set the "Divisions" to 30. This it will put 30 divisions on the extruded surface, so that it can cover the complete curve.
Now get rid of the few extra edge loops that are not contributing to the overall shape, by either collapsing the horizontal edge rings or by deleting the vertical edge loops.
Now create a new cylinder with 16 sides and add few extra segments in the middle (1). Scale them incrementally towards the rear. Then select the front faces and Extrude them to have this shape.(2)
"Make Live" the mesh you've just created, and then create a new Sphere with 12 subdivisions for Axis, and 12 subdivisions for Height (1). Delete the rear half of it. Then select the front faces of the sphere and using Extrude out to create this shape (2).
Now using the same method by which we've created the front bar, create a new one on the side like shown..
Now just below the angled curve bar, create a new Cube, then Insert a few edge loops and move them around to have curved corners. Then Duplicate the whole thing and move it down.
Now Create a new Cube and place as shown (1). Then Create another cylinder with 16 sides and using the Insert Edge Loop Tool, add some loops to the sides and extrude them inwards to achieve the result shown (2).
Now Duplicate the Top hatch's hook we created a long time ago (1), and place some copies on the cylinder and on the cube respectively (2.)
Create another new cylinder with 6 sides and insert one edge loop near the top (1), place it between the two hooks like shown. Then combine all 4 hooks and the two wires. Duplicate them over the other band (2).
From here on in, I'll be going a bit faster as all the required tools and techniques have been covered already. So I'll just be describing the best ways to create a new part, and will not be getting into step by step procedures, this way it will test the skills you've learned so far.
So create this small pipe by using a cylinder with 12 sides and extruding the faces. And the other part was created using a cube and adding extra edges with the Insert Edge Loop Tool. I then Extruded a few faces out to create the bands. And the last part is just another cylinder again.
Now we'll be creating a few small parts that will cover the boot of the armored car. For this I've taken a Polygon Torus and deleted the upper half. Then I created a small cylinder with 5 sides and extruded the front edges to create the bulge. And then I created another Cube and extruded the faces to have a belt like shape.
To create the first shape, create a 6 sided Cylinder and a Cube with the front face extruded (1). Then create another Cylinder with 6 sides and extrude it from both ends to create a curved shape on the second object (2).
Now using the shapes you've just created and few more basic Cylinders and Cubes, place them on the body of the car according to the positions on the blueprints, as shown below.
Now create a Cylinder with 12 sides and using Extrude, create the shape of the fuel tank. Place this on the rear most part of the body.
Now Create another Cube beside the Fuel tank, and extrude the top face to give it some depth, This will be used as the utility tool box.
Create another Cube on top of the tool box, and using the Insert Edge Loop Tool, insert a few new edges around the corners and make them rounded (1). Then select the center face and move it out a little bit (2)..
Create another Cylinder with 8 sides on the rear of the body. Use Extrude to create the shape shown below.
Create a Cylinder with 10 sides just above the mesh we just created (1), and using Extrude create this shape (2).
Create a Torus with 8 subdivision for Axis and 6 subdivision for Height. Place it as shown and delete the inner half.
And now create a Shovel like shown below, using a cylinder for the handle, and a Cube for the top. I used Extrude to extend it, then combined it with the cylinder. The shovel base was made using another Cube, I modified the shape by adding edges with the Insert Edge Loop Tool, I then modified it into the shape shown and combined it with the cylinder.
Now Place the shovel in the proper position, and Extrude a few cubes to create the supports.
Now for the wheel. First create a Cylinder with 24 sides and Extrude the center faces in to achieve this shape.
Once you're done with the extrusions, select the edges of the open face and Fill hole.
For the rear, Extrude the faces as shown below. For the center, just merge all the vertices together and move the vertex inside a little bit.
Now for the Front rim, optimization can be done. Select the alternating edges of the cylinder (1) and collapse them as shown (2).
Optimize the rear part of the wheel using the same techniques, but here the optimization is more extensive, as it won't be very visible.
Now Duplicate the wheel 3 times and place one copy under each fender.
Now to Finalize the model, select all the small parts on the both sides of the car and group them. Also make sure the pivot is aligned to the center of the car.
Then Duplicate the Group to the other side of the car (make the scale -1on the X-axis). Then manually select the shovel and it's supports and delete them.
And here is the much awaited Low Poly Model of our Armored Car!