Tag: WIP (page 1 of 5)

The Razorback – Part 53: Creating Battery Cables

In the below video, we take a look at creating some battery cables using a few modeling techniques. The actual connector is created using some simple polygonal modeling, and the cable is created using a SweepNURBS object and a few deformers.

Head on past the break to see the video, and do let me know what you think of it.
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The Razorback – Part 52: Adding Battery Terminals

This installment looks at the batteries and the battery terminals (to be more specific). We went for a very tough and heavy look, and I think it’s going to work well. Read more →

The Razorback – Part 51: Additional Detail for the K.E.R.S. Housing

In this installment of the Razorback series, I’m adding additional detail to the already stylized K.E.R.S. housing for the machine.

Initially we create some arbitrary indentations and realign the cabling to fit. While creating the indentations, we ensure that the edges are realistically beveled. Once we’re happy with the indentations, we actually set them up to look like removable panels. Read more →

The Razorback – Part 50: Adding Detail to the K.E.R.S. Housing

This part of the Razorback series focuses on the details of the K.E.R.S. flywheel housing. Most K.E.R.S. systems look like a boring cylinder with some generators and wires. But in this case, I wanted the system to look a bit more mysterious. We just added a triangular brace and a few lines radiating from the central pivot. The end result looks interesting to me, so I’d say that I am fairly happy with it.

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The Razorback – Part 49: Posing the Machine and Setting Up a Camera

In this part of the Razorback screencast, we start off my looking at the rear tire and tweaking it a bit for accuracy. Once that’s complete, we move on to the concept of layout and posing. It’s a nice mixture of techniques, and I hope you enjoy it.
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The Razorback – Part 48: Mirroring the Right Arm and Texturing the Rotor

In part 48, we take a look at mirroring our UV map work, and duplicating one of the texture maps for the arms. We then move on to a more procedural method of texturing the front brake rotors.

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The Razorback – Part 47: Painting the Mapped Arm

This part of the Razorback series focuses on painting the fully UV mapped arm. It’s a simple video, but hopefully, there will be more interesting parts in the near future.

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The Razorback – Part 46: Combining The UV Maps Into One Texture Space

This episode takes a quick look at the concepts involved in joining geometry for the simplification of UV texture files.
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The Razorback – Part 45: UV Mapping the Arm Base Pivot

In this part of the Razorback Screencast, we take a look at the last component that is considered a part of the arm, and we tackle the UV mapping of this part. In addition to UV mapping the aforementioned component, we briefly talk about the difference between using one texture map for all of the parts versus using one texture map per part.
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The Razorback – Part 44: UV Mapping The Large Arm Base

More UV mapping for the Razorback’s robotic arms. This time we focus on the base of the arms (an arguably complex shape) and we see how easy it can be to map an object that has some crazy angles. Later on in the video, we even move a UV seam so it appears in a more out of the way region.

If you’re interested in UV mapping, then be sure to check out my three part UV mapping series.

  1. UV Mapping Series – Part 1 – Intro and basics
  2. UV Mapping Series – Part 2 – Mapping a basic object
  3. UV Mapping Series – Part 3 – Mapping some cheesy text

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The Razorback – Part 43: UV Mapping The Lower Small Arm

Following the UV mapping of the Upper Small Arm, this part continues with the UV mapping by mapping the Lower Small Arm. If you’d like to see some UV mapping technique, then I’d suggest checking it out.

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The Razorback – Part 42: UV Mapping The Upper Small Arm

In this installment of the Razorback series (after a short break), we resume UV mapping of the robotic arms. The arms of the razorback contain a few organic profiles, and in this mapping exercise, I’ve decided to approach the mapping from a more organic perspective. Read more →