'Maya, Mental Ray & Photoshop'

 
'Making of ' 66 Volkswagen'
by
Dean Field



Software Used:

Maya, Mental Ray & Photoshop

Introduction:

This project did not start the way I usually start. In most cases, I spend time gathering as much resource material as possible (blueprints, photos, etc.). However, I wanted this project to be completely original and not inspired by an unnamed animated blockbuster films, so when I starting gathering the few reference photos that I used (Fig.01), I was sure not to spend time looking at other cartoon incarnations of this Volkswagen bus. This project was modelled in Maya and rendered in Mental Ray.

(Fig.01)

Concept:

My idea was to create a vehicle that would be recognizable to viewers, but that had a very “cartoony” edge to it. I paid very close attention to my reference photos and made note of the details that I would need to include to really sell this as a Volkswagen microbus (i.e. bumpers, headlights, taillights, mirrors, badges, etc.).  I then chose a few features that I was going to modify to give the model character. In this case I decided to go with very small wheels and a stretched upper half.

Modelling:

With all the planning out of the way, I began modelling.  This was the fun part! Because this model was going to be stylized, there really was no right or wrong. I started with a polygon cube and followed the basic box modelling procedures, adding subdivisions only to areas where I needed to define something (i.e. doors, windows, wheel wells, etc.). This is a general rule I try to follow when box modelling. A common mistake I see with new artists is that they add all the geometry they think they will need and then try to transform that into their final shape, which usually results in something that resembles “jello”! I always try to define the shape using the least amount of geometry possible, especially when I am in the first stages.

Once I had the basic shape and proportions, I separated the upper half from the lower half (Fig.02). I then scaled the upper half slightly larger.  The next step was to add the subdivisions necessary to create the shape of the doors (Fig.03). And finally I extracted all the faces that I wanted to be separate objects (Fig.04).


(Fig.02)

(Fig.03)

(Fig.04)

Next, I modelled the roof from a cube and started to add details to the body, like the holes for the rear vents and gas tank door. I also made small extrusions where the door handles would go (Fig.05).

(Fig.05)




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Lastly I modelled all the small details (Fig.06) and the interior (Fig.07).

(Fig.06)

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