Fantastic Voyage - Modelling Train Carriages and The Tree


Modelling The Train


Starting with a poly cube, I began manipulating the shape into something more desirable and used edge loops to solidify the geometry. 


The front of the train won’t be seen, so I focused on angles and variation of a flat surface instead of detail.



I then created wheels in a ratio that suited the length of the model.



Additional geometry help to make the model more realistic and less fragile. The platform under this front train carriage helps to create the illusion that the wheels are functioning and properly attached.



I tried to make levelling and angles as defined as possible, ensuring they’re visible in-action.



I Then moved onto the secondary train carriage. I used the first carriage I modelled and flattened the front, adding a block to replicate a connection apparatus.



I decided to extend the carriage and preferred this scale over the design suggested in my orthograph. This train model, along with the front carriage, is very minimal; it’s important elements will appear on it’s textures.


Modelling The Tree

Using a cylinder as the starting shape for the tree, I extruded the base to form roots.



Using a similar method of extruding, I selected random cylinder faces and made the shapes’ surface more organic and un-symmetrical to replicate the texture of tree bark.


Developing on texturizing, I added some small branches using the ‘edge loop’ tool and moving the vertexes. 


I tried to model shrubbery for the tree model, but found the outcome unsuccessful. I worked with poly spheres and tried to make an irregular and textured form using the translate tool and vertexes, but the shape looked very deformed and was ultimately unusable. 


I decided to leave the tree bare, focusing on branches instead of shrubs. I aimed of an abstract and ‘polygon’ style, keeping edges crisp and defined using the multi-cut tool.





Once the basic structure was in place, I began adding extra detail which involved developing the tree roots, which are now more recognisable. I defined angles by giving edge loops extra geometry on both sides of the transition.

Using my orthographs, I tapered the top of the tree into something more realistic, working with the rotate, scale and translate tools to manipulate the vertexes.

Adjustments to the tree’s branch positioning might be needed once I start my pre-vis. Overall however, I am happy with the base structure for this tree model.




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