The Monocycle concept was based on a single photograph from the 1940's of a machine that was cobbled together from parts of other machines. It was a unique hard surface piece with lots of variations in the metals used to create it. This would present an opportunity to surface a variety of textures to build up my materials library for later use on other projects.



Below is the original photograph that was used as the base reference for the Monocycle. This was a great reference shot to not only see the engine components but also understand how it functioned while in motion.

Since this was a machine that was built from spare parts there were no blue prints for me to reference. So I decided to make my own. These plans were the basis for blocking and reference for the rest of the project.

After the final design was completed, the blocking phase began. The basic blocked shapes of individual objects were created and sized compared to the original photograph after being modeled against the "blueprint".

After establishing the correct scale and base, more detailed modeling was needed for the details. Using a combination of box and spline modeling, the details were fleshed out. The polygon count was kept as low as possible for render times and overall effeciency.

The victorian style leather seat was modeled by using a varying amount of vertices around each button hole. By terminating these vertices close to each hole in a different manner, it creates realistic wrinkles when a smoothing modifier like turbosmooth or meshsmooth is applied to the modifier stack.

Once the large objects were finished on the modeling pipeline, the smaller objects were taken to a higher resolution. This included details from the stitching on the leather, the straps that wrap around the steering wheel and welding that occurs on metal to metal contact.

Surfacing was completed using a combination of methods. Some objects were given a box UVW map and more complex shapes were unwrapped. Combinations of procedural bitmaps and tileable images was used to create base materials. Variations were created so that no two metals that were touching were the same.