Welcome to my next blog post where I share a basic insight into creating models for my game projects. For the vehicles, I attended car shows to gather references to model from. I took pictures of the front, back, sides and top of the vehicle to help with the modeling process. There are many ways I approach this and often I try different methods. This blog post simply illustrates the basic workflow I follow. The first part is to block out the 3d model. This step is about keeping the geometry simple and getting the proportions and shapes right. I often start this in sketchup to keep everything low-poly and simple. I normally don't model the vehicle in its entirety. I model individual components of the vehicle separately to be assembled later. For example, I will model the chassis, wheels, suspension, seat, and engine separately and then import the models to into one scene to configure the vehicle. Below is a screenshot of the final assembly.
I use Sketchup for this to keep everything low-poly and pretty basic. Once the assembly is complete, I export the model as a .3ds file to later be imported in 3D Studio Max. After touching up the model in 3ds Max, I export the model as a .fbx file and import it into Autodesk Maya. I am aware that Sketchup can export .fbx file types. I've encountered issues when I import an .fbx file exported from Sketchup such as missing faces and gaps in the models' geometry. I've found ways to fix most of them however, when exported as a .3ds file from Sketchup, all of the detail, textures and geometry is retained with no issues for the most part.