View Full Version : BatPod
08-01-2012, 09:56 AM
I'm a noobie to Maya, I've purchased a couple of books and tried a few tutorials. But as always, the best way to learn is to play around with the software. I'm a huge comic book fan and wanted to model the BatPod from the Dark Knight trilogy.
Anyway! - I've become stuck on the main part of the "bike" - the engine harness.
Does any one have a spare moment to help me out please?
Or willing just to quickly tidy up what I have? ie. the wheel but that also needs tread :(
08-01-2012, 10:44 AM
The images are to small to see anything, please upload some bigger ones :)
08-01-2012, 11:19 AM
OK. Sorry. I've just done a little more. Symmetry needs sorting out on the "arm rests" and brakes etc. But I've had a go at least :)
This is tough! I've had a go at using curves tool, but can't seem to make it do anything! So kept to the trusty cyclinder/cube/plane and moves the faces/vertex etc. Probably not the best methods but ... !!!
Anyway, as requested - please see updated images on link below:
I'd be happy to email what I have got to someone to just quickly tidy up or add tyre tread or something. I've no idea where to start with that one. Or even better, the middle part! :curious:
08-01-2012, 11:22 AM
The aim is the get something like this:
The AIM! (http://img149.imageshack.us/img149/5609/batpod.jpg)
:lightbulb - but not sure I can!!
08-01-2012, 11:58 AM
Your on a good start, but you have to determine if you're going for low-poly(mostly for games) or high-poly (making it as realistic as possible)
by looking at your goal, my guess is that you go for High-poly, but then you have to redo some things. I even suggest that you follow some tutorials about how to model an High-poly object before you continue. But it is possible to learn it with this project, but it's going to be a bit harder ;)
If you want to continue on your pod, work towards this (or at leased I work this way):
everything made out of the same material (and is attached to each other) make it out of 1 object.
add a turbo smooth. Takes some time to learn how to work with, but saves a lot of time when you know how it works. for this to look good. (watch out with iterations, 2 or 3 is good enough)
Use only Quads (poly with 4 vertexes).
use as less polys as possible without destroying it's shape.
keep the spacing between the lines equally divided.
08-01-2012, 12:07 PM
Yeah, high-poly would be required I guess, but now I'm stuck! ha-ha.
Maybe I should stop - do a few tutorials on high poly and then continue.
Try not to laugh, but it's taken me about 10-15 hours (incl. today) to get this far - didn't really want to start it again. but may have to.
Silly question and would understand if not - am I able to email you the source for it (what I've got so far) to see what I need to change or maybe change a part that I need to be high-poly? Maybe the engine part that I am completely stuck on!!! No worries if not - I wasn't expecting a reply on it to be honest.
WOW. Just seen your portfolio - blimey! Looks amazing!!!
08-01-2012, 12:13 PM
I don't have any 3D programs installed a.t.m. due computer re-install.
but you know what, follow some tutorials. try again (i know it's hard to restart. but it's probably best, and more practice can't hurt) look how far you can get with a fresh view and some more background info. post it again. And we'll see how we can progress from there :)
EDIT: about the portfolio: thx, but they aren't that good, I have some better stuff, but most of them aren't finished yet.
08-01-2012, 12:15 PM
Thanks for this. Gutted to be starting again, feel I've wasted some time - I should have waited until I was better I guess. BUT - your right. Thanks for all the help :) ... greatly appreciated.
08-01-2012, 02:49 PM
Right, I've made a few updates to the same project! This has continued all day!!!
BUT, replaced some polys with high polys and used the smooth feature.
Damn, this is tough!!
08-01-2012, 09:41 PM
I think you got off to a good start, well done. The BatPod isn't the hardest to model to do, although for a newbie it needs thinking the workflow through first. Motorbike type of models are harder than cars because of all the extra shapes, brakes lines, rotors etc. and it pays to sit down and plan your approach before starting work.
Don't get too far into turbosmoothing just yet until you have all of the model blocked out, or if you do then make sure you have low poly versions to fall back on.
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