Sunday, June 7, 2015

Modelling - Crane (Shanny)

To start the project, we needed to gather as much information and resources possible to assist with the modelling process. 

What our crane will be modelled after: Liebherr 380 EC-B 16 Litronic tower crane

Pictures provided from the Liebherr brochure: This will assist in using the correct textures and the basic shape/components of a Hong Kong construction crane:



and this SketchUp model found in google's 3d warehouse which will heavily assist in dimensioning all the components.

To approach the modelling process, it was decided that modelling the seat would be the best start. A very helpful tutorial (which can be found here) was used to assist in getting the hang of 3Ds Max (admittedly, it has been a while since we have had the opportunity to use this program). 


Converted all geometry to editable polys.
Main modifiers used: connect, extrude, chamfer, meshsmooth,
Chronolapse recording:



Next steps: back of the chair, joysticks, control panels and the digital screen.

To approach this part of the process, it was nothing new to be learnt, it was found that it was more of trial and error. It is a matter of understanding which modifier does what and which one of those would be the best to achieve the shape that we were after.
Converted all geometry to editable polys.
Main modifiers used: extrude, connect, insets, meshsmooth,

Useful links:

Chronolapse recording:


Test renders:



Now that we have the basic interior down, next step: texturing in 3Ds Max to prepare for export & import to Unreal Engine 4.
Note: a plane & lighting was inserted into the model for the textures to show up in renders.

Useful links:

Chronolapse recording:



Next steps: modelling the cabin and testing the exporting and importing from 3Ds Max to Unreal Engine 4.
Chronolapse recording: (from about 0:50 it was an attempt to model the bar for the windscreen wiper to sit however we scratched this part as the exported FBX file was already sent to the group member in charge of Unreal Engine 4, who had already worked on texturing it in UE4).


Common mistake we found:
Do NOT mirror any of the geometry that you have modelled, because once it exports and imports into Unreal Engine 4, it does not appear how it should be. To avoid this issue - best option would be to copy and paste it, then position the instance to how it should look.

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