My team have designed their game that demonstrates the laws of physics by using different size vehicles to roll down a hill and land on a target. The idea is simple which makes it suitable for students in the age range to learn these concepts.
My task is to create these vehicles. Using Maya, I will be creating a bicycle, car and a tank. The wheels should be able to move independently as the vehicle moves forward and back so to roll down the hill and gain momentum from its own weight (its weight would be programmed in UNITY).
To start with I began by building the simplest of these vehicles, the car. For this I chose a simple car design (fiat PANDA). I used simple extruding methods to create the shape and details for the car in Maya.
http://www.tutorialized.com/view/tutorial/Rotating-Wheels-on-a-Car-Maya-Tutorial/24527
The next step was to work out how I could rotate the wheels of the car.
I used the tutorial above and advice from tutors, who suggested using locators in Maya to create the movement of the wheels. This works nicely in Maya, but found when importing the object into UNITY, the locators were there but had no effect. This wasn't a problem however, for the programmers, as they said the texture itself could be animated to spin as the car moved, as opposed to the wheels themselves. This I was told would be a more efficient method and could be done in UNITY.
The next step then for me was to texture the car. The model is fairly simple so the texture would be responsible for extra details. I had quite a few problems at first when trying to apply my textures. I found this was due to trying to add too many textures to one model e.g. the car body was one colour, but the windows were to be more clear and transparent. But the problems started when I tried to directly apply this using Maya's own textures. I discovered this cant be done in Maya, which is why texture mapping is vital for this.
I could then import the map into Photoshop CS5 and build them there.





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