Friday, 11 April 2014



Here is my Gantt chart of the times and a brief description on what I had to complete throughout the weeks.


Here are my two presentation renders of my scene with the forklift I think that this is the best angle for the forklift as it gets all the best areas of the forklift.


Above is showing a problem that I had when putting the materials onto the forklift as some sides of the forklift were very light compared to the other areas, to fix this I had to go back into maya and fix some of the face normals to make sure that they were pointing the correct way.

Here is a quick look at what angle I am trying to go for when rendering using UDK, I like this angle however I might experiment with other angles when getting the final render. Obviously this scene isn't finished yet as it needs to be cleaned up and also have the materials applied to all the objects.

Friday, 28 March 2014


Above is a shot of my forklift which I have reworked in order to add the changes and adjustments that I needed due to some feedback. I have lengthened the rear of the forklift to try and get rid of the box look that the forklift was before. Also I have added roof bars rather than just having a normal roof and trying to texture the bars onto it. 


The shot above shows a quick little render of the new forklift with the diorama to try and look for a good angle for the final render.

Above is the finished scene, I have added a few more outer walls in order to complete the diorama to have an enclosed feel. I then went on to add some dust and dirt to the floor and the bottom areas of the other things in the scene. In addition I have added my forklift in just to give the feel of the finished product however I still have a few more things that I want to do to my forklift, such as redoing some of the texture.


I have added a few textures to the scene and its coming to life with the colours just breaking up the scene. I think that I need to make sure that I put dirt on the floor texture so that its not all the same colour.
Here is the scene blocked out, I have chosen to make a construction site area where you would keep the digger when its not out on a job. I have added a few props to break up the scene such as the ladders, boxes, crates and the skip however I wont go into too much detail so that the forklift is the most important aspect of the scene.

Thursday, 20 March 2014


 As you can see the UV's are in a much better layout as I have sew a fair amount of the edges together in order to create more space for myself when texturing. I have also tried to group them up and keep them in certain areas if they are near each other on the model.


Here is the block out of the base colours, already it is looking more realistic than the earlier try.






 Above shows a close up shot of the forks, I have gone over the base material in brown to show where the rust will build up with continuous use. In addition I have added grey areas to show the bare metal from the rust.


A few different perspective shots to show off the different areas of the forklift. Also you can see the change in the colour of the metal on the front of the forklift due to the scratches and the dirt.


Here is a close-up of the wheels showing the depth in the inner areas of the wheel. I have used the bevel/emboss tool in order to get this result which gives off the perception of depth even though there is none.


Finally we have a shot of the back with all the rust and the large decal.


Here is a final shot of the forklift fully textured.

 

Here is my first try of texturing the forklift however I have come across a few difficulties, firstly that some of the UV's are not in the most efficient position on the map as some of the seams are very large and when trying to texture it is very hard to match the edges up. Also some of the colours look too vibrant on the forklift making it look unnecessarily cartoony which isnt the look I am going for. So I have decided to fiddle with the UV's again in order to put them in a better position which will in turn make it easier for me to texture.

Thursday, 13 March 2014



Here is the UV'd forklift which has a chequered texture over it to make it easier to see any distortion that the UV's may have. Luckily mine didn't have any which means I can start texturing it.

Monday, 10 March 2014



UV's are finally finished, here are both the texture editors view and in the perspective view. Now I can crack on with the texturing.

Thursday, 6 March 2014


I have UV'd the main body and interior of my forklift which is going well, most of it is to scale with each other. Now that's out the way I can get on with the front now which might be a little bit more tricky.

Wednesday, 5 March 2014



As you can see I have starter to UV my forklift, it is turning out to be very fiddly however I am using skills that I have learned from my texturing module, which is helping me to quicken up my work.

Tuesday, 4 March 2014


I have redone the interior from the feedback, as the outer edges were just planes meaning that it wouldn't look very good in the game engine so I added extra geometry to thicken the sides out more.


Here I have extruded the back out then resized it a little smaller that the original in order to create a small edge in order to make it have a small curve to try and make it look less blocked and more rounded.


Finally I have rescaled the actual forklifts main body in order to have it the correct size as it look squashed and small compared to the forks.

Friday, 28 February 2014


This is the corners of the front forklift after I have rounded them off rather than them being straight hard corners which matches the reference images and looks better overall.

Perspective shot showing the best angle of the forklift.


Here are a few different shots of my model showing the different views. I have redone a few areas such as the corners of the front beams and the steering wheel to add a few more detail making the final poly count 5996.

Monday, 24 February 2014


Here is a finalized version of my modeled forklift using 5832 poly's. It has gone well, however I have had to do a lot of clean up due to the fact that my model was over 7100 poly's when originally finished but I then changed up some of the tubing in order to get the count down lower. Overall I am please with the result which is now ready for texturing.

Thursday, 6 February 2014

This is my redone blocked out forklift with the unreal man inside enjoying himself driving the forklift making it look real. This is ready to have more details added.

Tuesday, 4 February 2014

This is my very basic blocked out version of my forklift. I will then use this to progress and add finer details to make it look realistic.

Friday, 31 January 2014




These are the last of the reference images, I intend to try and get some more shots of the different views, especially the front, in addition I am going to look for textures to use when I have finished modelling the forklift.










 Here are a few more of the reference shots of the forklift which show different angles and details of the forklift.