Vehicle and Props Design

25/9/2025 - 4/1/2025 / (Week 1 - Week 14)

An Hongzheng / 0378415

Vehicles and Props Design / GCD61804

Bachelor of Design (Hons) in Creative Media


TABLE OF CONTENT

1. Instruction
2. Weekly Progress
3. Exercise 01: Fundamentals
4. Project 1: 
Pre Production
5. 
Project  2: Production
6. 
Project  3: Post Production and Profiling
7. Reflection


INSTRUCTIONS

Figure 1.1: Module Information



Weekly Progress

Week 1

-Mr. Kannan introduced us to the basic information about the module.

Week 2


- By studying Mr. Kannan's design philosophy, I tried drawing silhouettes of some vehicles.


Week 3

- I particularly like the vehicle and other vehicle designs in Apex Legends, so I found some designs in the Apex Legends concept art and worked through them.

-The materials happened to contain vehicles at different angles, which made it convenient for me to practice. I started with the most basic cuboid to confirm the correct perspective.

- Many of the parts of this car are quite interesting, so I disassembled them separately for practice.


Week 4

- After practicing with vehicles from Apex Legends last week, I got some inspiration. I did some more silhouette design exercises.

Week 5


- I started designing for my first project. Because the requirement was to design vehicles for land, sea, and air, I experimented with many different kinds.


-I tried designing vehicles of different sizes, each with different functions, such as carrying people, transportation, combat, and so on.

- Based on the first 20 designs, I rearranged and combined their silhouettes and made some modifications, resulting in ten more detailed silhouette designs.

- Finally, I selected five silhouette designs that I wanted to refine further, adding details to them, including lines and shadow volumes.

Week 6

-Using the classic GTR as a reference, five different perspectives were drawn for practice.

- After Mr. Kannan pointed out the shortcomings of my design, I redesigned it.

- However, due to my lack of experience, I felt very confused and disoriented, lacked inspiration, and was not satisfied with the design.

Week 7

-After studying more materials, I tried other methods for design. Since my perspective wasn't accurate, I first drew from two angles that didn't require perspective.

-I selected one image from the previous perspective exercises and continued practicing line weight.



- Based on the previous images, we practiced color matching.


Week 8

- I refined the previous design.


- I attempted to draw a vehicle design with perspective using the previous side and top views, and then applied basic coloring, as well as shading and highlights.


- I went into the breakdown design of my vehicle.


Week 9

- After refining the vehicle's exterior design, I began working on the interior design. This is also our project 2. I attempted to draw the vehicle's interior from three different perspectives.

Week 10

- After Mr. Kannan pointed out that my original color scheme was too hasty, I rethought the color scheme and learned how to draw metallic materials from Mr. Kannan, applying it to my vehicle exterior design.

- After adding shadows to the interior design of the vehicle, the details were refined and descriptions were added.


- I placed my designed characters and vehicles together to better showcase the proportions of the vehicles.


Week 11

- I designed and drew the props. My prop was the character's mechanical legs.


- Color was added to the vehicle's interior design.

- At Mr. Kannan's suggestion, w improved the perspective of the vehicle's exterior.


- I added other color schemes to the exterior of my vehicle. I believe green glass is a core design element that aligns with the futuristic concept, so I included it in every color scheme.

Week 12

- Moving on to the final project, I started 3D modeling the vehicle's exterior in ZBrush.


Christamas


- Creating hard surface models in ZBrush is somewhat complex. My primary method is using Polygroupit in Zplugin.

- After performing basic sculpting with hpolish, trimDynamic, Damstandard, and Slash3 brushes, I selected the standard brush and set it to black. Then, I selected the RGB channel at the top and drew the edges according to the vehicle's structure.

- The model is best set to Basic Material to clearly display the black lines.

- After completing the drawing of the outline, use the polygroupit function. ZBrush will automatically group the vehicle's structure according to your lines.


- Adjust the parameters of zrmesher and perform zrmesher on the model to obtain better 3d mesh.

- Use the deformation feature to optimize the edges of each polygon group.

- Before adding subdivision levels, apply crease to preserve the hard edges characteristic of industrial-grade models.

- Finally, add small parts and details to the model.

Week 14


- Add materials and adjust lighting for the render.

Week 15

- Creating posters and design bibles in Photoshop.


Exercise 1 - Fundamentals




Project 1 - Pre Production



Project 2 - Production




Project 3 - Post Production





REFLECTION

Experience: 

This module was an invaluable learning experience for me, because I usually focus only on character design and illustration techniques, and my lack of interest in props and vehicles left me with almost no experience or sufficient knowledge in these areas. Therefore, when completing this module's project, I often felt confused and lacked inspiration. However, Mr. Kannan is an experienced and knowledgeable instructor, so I learned a great deal this semester.

Observation: 

I discovered that the design industry requires constant revision of designs, weekly progress checks and feedback, much like the communication between a client and a vendor. Constantly modifying designs based on feedback sometimes made me very insecure, but reflecting on all my experiences and work, I realize I have grown as a person.

Findings: 

I realized that my personal preferences greatly influenced the breadth of my knowledge. My neglect of vehicle and prop design in my daily life resulted in a significant lack of knowledge in these areas, which are fundamental to design. Good games often involve more than just characters; environments, vehicles, and props are all crucial, and many design concepts are interconnected. My biggest takeaway from this module was that it made me consciously pay attention to areas and designs I hadn't focused on before, greatly enriching my knowledge base and making me realize how much I still need to learn.

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