Geolocation Project Update
Okay, so a lot has happened between this post and the last one.
I began modelling the police box in Maya based on the schematic from TardisBuilders.com (by user starcross):
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| Normal post (center of police box) |
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| Corner post (with slightly indented section) |
| Roof of the police box |
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| Final police box model |
I then exported it as an fbx file to be imported into 3DS Max, where I could texture it. The only problem was, I didn't have a decent set of pictures of the same police box to use for the UV Map of the model. I was planning to go out and photograph a police box, but the one on Google Maps on Leith Walk (at least, I think that's what the road was called) was in the process of being converted into a mini-restaurant.
Needless to say, that plan was a no-go (unless I can find another police box with its original paint job intact), so I decided to use the blueprint as a base to create my own texture.
To be honest, I'm not quite happy with the current look of it, but it's good enough if I don't get the opportunity to get reference images of the actual thing.
Unfortunately, the process of exporting the model into Google Earth wasn't as smooth as I was hoping it would be. Some parts of the model in 3DS Max don't have explicit UV coordinates due to the method I used. This does not cause a problem in 3DS Max, but the moment I export the thing to SketchUp to geolocate it, this hilarious texture glitch happens:









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