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Cell Shaded Vending Machine

  • Dan Dale-Tucker
  • Jan 8, 2016
  • 3 min read

Here is the creation of my vending machine that I did for a University Art Workshop. In this project I had to design and concept an idea for a vending machine that could be used in a game that I create. I will be showing you in regular updates on how I modelled the Vending machine and also how I mapped and textured it.

To start the creation of the vending machine I used a cube and scaled it so it was taller and a little wider. Once I was happy with the size I moved on to selecting the faces I wanted to extrude and either inner extruded them or brought them out.

This is what the cube looked like when I had finished manipulating the cube. I had area for the door to go, an area for the pipes to connect on the side and a place where the lucky spin will go, one last inner extrude is on the back of the vending machine, this is where the circuit board is going to go. I also beveled the edges on some of the corners and gave them a high number of fractions to make it look curved and smooth, it also made the model more aesthetically pleasing.

The next part to the vending machine was to add the lucky spin components. I did this by using cylinders, scaling them down and the making them tall and long but not as thick and for the pole holding the cylinders I extended it and reduced the sub-divisions, I was able to do this and get away with it as the object is small and it will be hard to see the low amount of sub-divisions.

My last addition to the model was to add some pipes going down the side of the vending machine. This made the vending machine look more appealing and a little less boring to look at. Another part which I added was the door and hinges at the front, where if it was to be animated, the door would come dome and a rack with the weapon that you won hanging from it.

The last thing to do in Maya at the moment was to map the entire model, I was only able to use one map as that was what our guide was and it was only allowed to be 1024x1024. This meant I had to get all of the UVs onto one singular map.

The next part of the creation of my vending machine was to create the texture for the vending machine itself. I exported the UV snapshot from Maya into Photoshop and textured it in there. I gave the whole vending machine a white base colour and the holes in the front black to make them look like they have even more depth and possibly completely empty depending how you look at it.

The next part to my texture was adding some more detail in like the turquoise to some of the sides and giving the lucky spin cylinders a texture showing different types of icons. I also gave the main corners of the model a black line, this gave the cell shade effect which I was looking for when I concepted the vending machine in the first place, but this was my first attempt at cell shading so I know it could have looked better but this was my best attempt at it so far.

The last part of the texture was to add even more detail like adding in the 'BANG' o the door, the explosion around it and the coin slot on the side of the vending machine. I thought giving the vending machine the explosion and bang would give it more of a cell shade/cartoony feel to it and once i had finished drawing it, it did.

In this screenshot I am importing my textures into Maya and applying them to my model. I had one normal map to add to my model and one diffuse map. I used a blinn and added each of the maps to their corresponding file location.

This is the final version of my model, completely textured and has been uploaded to SketchFab so that I can share my work and also have a nother look at the model with lighting effecting the model slightly, making it look nicer.


 
 
 

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