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GAME MODELLING FUNDAMENTALS (GMF)
ASSIGNMENT 2

Brief
As a 3D modelling artist, you are asked to create a 3D game-ready car model of the 70s - 80s era, using edge and NURBS 3D-modelling techniques.
The following steps should be part of the creation process:
  1. Do visual research into the topic to get acquainted with the basic shapes of the model (collecting images covering overviews and details of the subject, blueprints).
  2. Create your own reference images for use in the 3D modelling software.
  3. Create a 3D model according to the self-created references and with support of the collected footage material.
A good topology is most important as has been covered in detail during lectures and labs. UVs need also to be game-ready, accordingly lay out, unfold, and adapted. A low poly version of the 3D model must be presented with a maximum of 15,000 polys and be able to subdivide correctly. The finished model must be presented on a CW rotating turntable.
This assignment is worth 70% of your overall unit grade.
Detailed Brief
As a 3D modelling artist, you are asked to create a 3D game-ready car model of the 70s - 80s era, using edge and NURBS 3D-modelling techniques.
The following steps should be part of the creation process:
  1. Do visual research into the topic to get acquainted with the basic shapes of the model (collecting images covering overviews and details of the subject, blueprints).
  2. Create your own reference images for use in the 3D modelling software.
  3. Create a 3D model according to the self-created references and with support of the collected footage material.
A good topology is most important as has been covered in detail during lectures and labs. UVs need also to be game-ready, accordingly lay out, unfold, and adapted. A low poly version of the 3D model must be presented with a maximum of 15,000 polys and be able to subdivide correctly. The finished model must be presented on a CW rotating turntable.
This assignment is worth 70% of your overall unit grade.
You must submit the following items for assessment:
  1. Reference images.
  2. Self-created vector graphic references using Adobe Illustrator.
  3. PNG exports for the self-created vector graphics to use as reference inside the 3D modelling software.
  4. A 3D model based on self-created vector graphic references.
  5. The 3D model must be created using edge modelling techniques.
  6. The 3D model must subdivide correctly.
  7. A NURBS workflow (from path creation to mesh conversion) presented for at least one element of the car model. Keep paths and surfaces in the Outliner present!
  8. Deliver one Maya scene containing the car model.
  9. UVs in place for all parts of the 3D model.
  10. The software used must be Maya 2024.
  11. Turntable presentation in Maya with wireframe visible on shaded.
  12. A maximum of 15,000 polys.
Submission
Results Summary

On this assignment I received a mark of 65/100, which I am pleased with, as it was my first time creating a complex 3D model. If I were to redo this assignment, I would try to focus more on the edge distribution and reference images - as this is where I lost most of my marks.

Lecturer Feedback: Riley, a good submission. If the submission was complete (Illustrator file) the marks could be higher. Overall this model can be used as a game asset but the topology needs to be improved to give it a more professional look and feel. Check what is indicated below, mainly the edge distribution and creasing need to be improved. Check also for misaligned vertices.

Feedback Images: GMF2 Feedback - References GMF2 Feedback - Model GMF2 Feedback - UVs GMF2 Feedback - Turntable