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Vinny has been posting samples of
his work for some time now, and the sheer volume of objects he
has been able to turn out is staggering! Here you can see
just a small sample of vehicles out of the many he has created
- the quantity he can produce just shows how quick the process
is! |
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The technique can be used for
characters as well as for cars. Vinny still adheres to the
principle of low poly, working to get polygon counts down as
low as possible. He does the poly count for the triangulated
mesh, even, to ensure the exported mesh has maximum
compatibility. In this image you can see some low poly
characters, looking almost like a scene out of a Monty Python
movie. |
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All good things have a beginning,
and in this instance it is good quality photos of your object.
One important point that Vinny pointed out - if you can see
the sun in the picture, don't take the picture. Overcast days
at midday, or early morning / late evening are best, to avoid
direct highlights and harsh lighting. After all, the lighting
will be done by the renderer at render time, so you want even
lighting in your pictures. |
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The next step is laying those
pictures out in one image, so that they can be applied to the
object as a single texture. Vinny noted that he had a lot of
trouble tracking down an image of the underside of a car! This
was one picture he was not able to take himself, and he did
track one down on the web finally. |

The Vinny technique laid out in steps - it was great to see this
followed live on the projector screen! Click for a larger version
1. Working in Solid plus
Wireframe realtime rendering mode, start with the photo you took.
Scale a plane so that it equals the proportions of your image (eg if
your image is 512 x 350 pixels, your plane could be 5.12 x 3.5 in
size inside trueSpace). Quad Divide the plane to give you some
points to work with.
2. Make a copy of this divided
plane, and set it to render just as wireframe, with no image
showing. You can divide the plane more at this point if you like, I
have gone with a 8 x 8 divide of the mesh in this instance. Raise
the copy of the plane upward, so that it floats directly above the
original plane.
3. Resize the new plane so that
it matches the size of the vehicle in the picture. In the sample
above I have moved the plane to the side so you can see it more
clearly, but you would have it directly above the original plane,
using a top down view to do the work here.
4. Now begin moving the vertices
on your plane to match the contours and details of the photo. By
working in Solid plus Wireframe mode, with the individual plane set
to wireframe only, you can see the points as you move them, but
still see the photo underneath on the reference plane.
Pay particular attention to having the
lines in the plane lining up with natural breaks in the car. For
example, with the door frames. By doing this, later you can select
those faces and 'separate' them from the car to create a perfectly
textured and fitting door.
5. Step 4 will leave you with
extra faces on the mesh, such as around the windshield and inside
the wheel wells. You may want to use the POLY DRAW tool to create
'smoother' wheel wells. Here I just used the quad mesh, which makes
the wheel wells a bit 'crude' but keeps the poly count lower on the
final model.
You can see here how the lines on the
plane match up with details on the car, you can see the shapes for
the windows and doors all laid out.
6. Now texture the plane you have
made, using a Planar UV projection. My goal is to always use Planar
UV projection - it is easy to work with and control. Scale and move
the texture until it fits almost perfectly on the plane
At this point, I have also started to
'bevel' all the faces on the mesh, which gives me a nice simple
'curve' along the edges of the vehicle. You may want to bevel the
faces first and then texture, but I like to texture, bevel, and then
retexture.
When you bevel the plane, you can end up
with an empty or missing face on the underside of the plane. Simply
use the Add Face tool to fill in the gap if this happens!
7. Select that face on the
underside (as we look at the mesh, not the underside of the car!),
and then sweep. This is the face you will use the Mirror tool on, so
try to make it about half the width of your final vehicle.
8. Of course, the texture on the
car's underside (facing us in this view) is all distorted, since it
is the side of the car applied to it. This is the stage where I
start to paint all faces into groups. A group is made up of faces
that are all basically flat in relation to each other - this lets me
apply a separate Planar UV Projection onto each group.
9. After using the Mirror tool, I
finish up painting the groups of faces, and here you can see the end
result of my paint work! Each group is painted with a different
color. This makes it easy to select all the faces in a group by
holding Shift and using the Select Using Freehand tool, and then
apply a Planar UV mapping to that group..
At this point you can tweak the car
mesh, scaling the roof and other contour lines etc.
10. Now the UV mapping can be
adjusted in the UV editor, to match up with the sections of the car
in the texture map. Above you can see how this was done for the
gameSpace Summer Shootout contest, with Second Runner-Up James
Brand's model of a Mini. James used "the Vinny Technique" in
creating his prize-winning entry.
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The technique works for characters as well as
for vehicles, though the modeling steps may be a little
different! In this example, Vinny creates the detail on the
figure, from the patterning on the muscles, to the veins, to
the bones, by using texture maps and accompanying bump maps.
The results are very effective to look at, and yet still very
low poly. |
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Click the left image to see the figure
in more detail, and the right image to see the bump map used for the
face.
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