Im trying to design a vehicle for a mod that has two "form factors". Kinda having a hard time visualizing start to finish. Anyone know or have experience on how a toy is designed from going to a to b? Do they start out with 2 totally different ideas, and then combine them? Or do they have a more "central" idea.
This isn't coming across right. Let me rephrase. I have only 2 written concepts of what this vechicle can do (not what it looks like) in both form factors. Should I decide what I want 1 specific form factor to look like and then make the other form factor fit what I come up with? Or should I kinda try to work on them both at once?
I keep stumbling like where parts are hidden, will X move up, or split. How does it hinge. What does the exposed interior have. Will the driver suddenly become exposed?
How do I make sure my "tolerences" between parts will work (ie build it in 3d,bone, and then see that X hits Y). I have been playing around with clay for this, but this only gives an idea since a 4" model mashed together isnt the same.
My closest example given was the Leviathon from UT2K4. Its basically supposed to go from some kind of land vehicle into a large stationary turret/cannon with a pilot and side gunner. Though the Leviathon is a neat, from what this gun does, it really needs even a much more drastic change (god Im going to hate having to bone it).
Anyone have to design and make anything like this before? What was your process?
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I've modeled and designed a few transformers. Since transformers are vehicle > robot, I started by modeling the the vehicle. I had a general idea of parts that would move in the transformation, and model those sections as separate objects. Once my vehicle, a fighter jet, had a good shape, I parented all the objects, and transformed it to the robot. After changing some shapes to look like a robot, I transformed it back to vehicle, cleaning up and finalizing detail. It's a very technical process, but only as tedious and you design it.
So you didn't start with concepts of both the robot and vehicle looks first?
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When designing, no, because I was building the concept in 3d. If I was modeling an existing transformer, I model a similar process, except transformation already works.
Uhm...I think the other guys said it better
Like say I had to make something like the Leviathan, I'd do a quick sketch of how I wanted the general shape of the first form (it as a vehicle), and then the general shape of it as a giant stationary cannon. I'd then figure out where I needed to place certain types of mechanics, folding pieces, joints, hinges, etc. Then I'd draw out another concept, and try to visualize it working in my head.
Unless you're being forced into it being a solid form, let the different forms be malliable concepts. Like in the case of the transformers, you're locked into it being a car, then having car parts in the final. But if you're the soul person deciding what the before and after transformation looks like, just retool them till it works.
Ohh, and if you're having trouble seeing if theres enough tolerance for things, draw it out like an engineer instead of a game concept artist. Use dashed lines to indicate hidden forms inside of a solid form, and indicate where you'll be placing hinges and their rotational axii.
There is a concept section on the website that shows the model sheets that our character guys used to model them. They being very robotic gave us a lot of freedom for the transforms. I guess it all depends on what you want it to do.
If you need more help I could possibly round up someone to get in here and explain the process a lot better. We should have a playable out by this Friday (6-24-05), so if nothing else, if you have UT2k4, just load up an animation package and check them out.
Hope that helps a little...