Handwagen

$10

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Formate (1)
Native | Blender 2.78 | Cycles Render
Spezifikationen
Veröffentlichungsdatum August 16, 2021
Produkt ID 1774462
Polygone 116,766
Scheitelpunkte 63,587
Unterteilung
Texturen
Materialien
UV-kartiert
Nicht überlappende, nicht umwickelte UVs
Manipulierten
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JDanielGA
10 Produkte | Contributor Seit 2012
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Beschreibung

Cartoon styled handcar, with a new look appearance (with no rusty or dirty parts). All textures (2.048x2.048) are included for each material: diffuse, specular and normals map (just for wood boards).

Totally rigged, but bones can't be used directly: these are controlled by helpers, wich have some constraints and limitations to avoid strange behaviours (for example, wheels can't be translated or scaled, and brakes can't be rotated). However, you could deactivate these constraints if you desire, but I don't recommend it. Next parts can be controlled:

-Entire handcar: a controller (square) to rotate and translate the handcar. To change scale is deactivated.

-Brakes (left and right): a controller (circle) for each brake. Limited to Z translation (each brake spreads when pushed, and contracts when released).

-Wheels (front and back): a controller (circle) to each pair of wheels. Limited to Y rotation.

-Mechanism: an unique controller (circle) for the gear. Limited to X rotation (this really rotates in local Y). Crank will swing automatically at the same time that gear rotation, depending on rotation direction.

I tried to join back wheels rotation to the gear mechanism (inverted rotation), but I can't did it because Blender causes a rigg bug whith influence property to specify than wheels must rotate twice. However, I have added some renders to demostrate how it works with correct animation.

Important: use controllers always in local.

Original model was created with different parts, and finally joined in an entire model to make animations and file exports easy. Geometry has next properties:

116.766 polygons (tris).

59.471 faces (quads).

63.587verts.

I added subdivisions (specially for render), so geometry can increase depending on selected subdivision level.

For texture renders I used an environment image (from third part and not included on download), and a sunlight for all renders (textures, occlusion and wireframe).

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