Next I began modeling the seat, which was the most pleasant part of the modeling process for me. I was inspired by science fiction designs of the 1980s on the seats and indicators. I wanted to design an advanced level technology, but one that wasn't too futuristic so that you could imagine it maybe being applied in 30 years or so (Fig.07).
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Fig. 07
Now it was time for the indicators. I must confess that this part frustrated me. I had to model, erase and model again a few times in order to get what I wanted (Fig.08).
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Fig. 08
After this I completed my model gradually. I'm not going to write about all the stages as that would take too long, but I hope what I have covered will help you understand my modeling process a little. You can see the finished model in Fig.09 – 10.
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Fig. 09
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Fig. 10
Texturing
The second stage of this project was the texturing, which required special attention. After a few trials and tests, I began texturing properly.
3DTotal's texture DVDs helped me a lot to obtain very good and effective results.
Firstly, I planned to use damaged and worn textures rather than clean ones. Then, I began to choose textures from the 3DTotal DVDs. I was careful about my choices because the textures were large and detailed, and I copied and pasted them into my project file according to the DVD categories in about three hours. I proceeded gradually, opening the textures I'd chosen for the main texturing in Photoshop, and starting to edit them. Here are the first textures I used (Fig.11 – 12).
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Fig. 11
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Fig. 12
As the camouflage texture was going to be the basic background, I wanted it to be dirty and sludgy. So I integrated the "Dirt_08" file from the
3DTotal Textures V08:R2 – Vehicles DVD with the "camouflage_01” texture from the same set using the alpha channel in Photoshop (Fig.13).
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Fig. 13