Vehicle and Props Design - Final Compilation & Reflection

23/9/2025 - 29/12/2025 / Week 1 - Week 15

Tay Yue Chern / 0373215

Vehicle and Props Design / Bachelor of Design (Honours) in Creative Media / Taylor's University

Projects


TABLE OF CONTENT










INSTRUCTIONS



PROCESS WORK

1. EXERCISE / FUNDAMENTALS OF VEHICLE DESIGN

For this exercise, we are to practice and showcase a thorough understanding of creating vehicle and prop designs via a series of continuous exercises given.

We are to pick and draw 3 types of vehicles designed for either land, air, or water. Here we will be exercising fundamentals as listed below:

    1. Deconstructing and constructing vehicles from references (5 x 3types = 15 thumbnail sketches)

Fig 1.1 Deconstructing and Constructing - Air Vehicles (Week 3, 6/10/2025)

Fig 1.2 Deconstructing and Constructing - Water Vehicles (Week 3, 6/10/2025)

Fig 1.3 Deconstructing and Constructing - Land Vehicles (Week 3, 6/10/2025)

    2. Form and Function (Pick 1 type x 10 thumbnails)

Fig 1.4 Form and Function (Week 4, 13/10/2025)

    3. Perspective (Pick 1 type x 5 sketches min)

Fig 1.5 Perspective (Week 4, 13/10/2025)

    4. Line Weight (Pick 1 and add line weights to the perspective drawing done)

Fig 1.6 Line Weight (Week 5, 20/10/2025)

    5. Applying Colours (Pick 1 and apply varieties to obtain appealing colours)

Fig 1.7 Applying Colours (Week 5, 20/10/2025)

    6. Texturing (pick 1 and test with materials and texture bashing)

Fig 1.8 Texturing (Week 5, 20/10/2025)

Fig 1.9 Exercise Final Compilation - PDF (Week 5, 20/10/2025) 


2. PROJECT 1 / PRE PRODUCTION

In Project 1, we are required to design a vehicle and supporting props for the world we proposed in the character design and anatomy project (optional), or as a separate world. The vehicle and props should clearly communicate their functionality and reflect the characteristics of the proposed world.

We are required to design at least one man-made mechanical vehicle, chosen from land, air, or water. The props will act as components related to the vehicle and will be continuously developed until the Final Project.

The ideation process includes:
  • Moodboard and style guide
  • 20 thumbnail sketches presented across 2 sheets
  • 10 silhouette designs in 1 sheet
  • Rough value paintings (5 selected from the silhouettes) in 1 sheet
  • Design breakdowns (minimum 1 sheet)

Fig 2.1 World Setting & Initial Idea (Week 3, 6/10/2025)

Fig 2.2 Character & Initial Concept (Week 3, 6/10/2025)

Before we started, Mr Kannan suggested that we begin with silhouettes, as this helps us focus on the overall form instead of small details. It also makes it less likely to get stuck on minor elements early on.

I found this approach very effective, as it allowed me to explore ideas freely and think more creatively at the beginning, before gradually refining the design based on the project needs.

Fig 2.3 Moodboard (Week 3, 6/10/2025)

For this project, my initial idea was to explore either an air or water vehicle, so I started with silhouette exploration. However, I was not very satisfied with most of the results.

Fig 2.4 Air Vehicle Silhouettes (Week 3, 6/10/2025)

Fig 2.5 Vehicle Silhouettes (Week 3, 6/10/2025)

Because of that, I decided to experiment with integrating the form of a dragonfly into the design. Before doing so, I first conducted a dragonfly anatomy study to better understand its structure.

Fig 2.6 Dragonfly Anatomy Study (Week 4, 13/10/2025)

With this concept in mind, I began creating thumbnail sketches and explored different ideas by integrating other elements into the design.

Fig 2.7 Thumbnail Sketches (Week 4, 13/10/2025)

Fig 2.8 Thumbnail Sketches (Week 4, 13/10/2025)

Fig 2.9 Silhouettes (Week 4, 13/10/2025)

Based on these thumbnails, I then developed rough value paintings, which helped me finalise the first version of the vehicle design, including its key details and basic functional features.

Fig 2.10 Rough Value Painting (Week 5, 20/10/2025)

Fig 2.11 Detail Sketches (Week 5, 20/10/2025)

Fig 2.12 Design Breakdown (Week 5, 20/10/2025)

Fig 2.13 Vehicle Design #1 (Week 5, 20/10/2025)

After that, Mr Kannan suggested that I further explore the overall form of the vehicle. I also felt I could try more interesting shapes and designs. I experimented a lot, referencing different component designs and going through several versions before finally finalising the overall design.

The functions of the components mostly stayed the same, as I felt that their original logic fit well with my world setting.

Fig 2.14 Further Exploration (Week 6, 27/10/2025)

Fig 2.15 Vehicle Design #2 (Week 6, 27/10/2025)

Fig 2.16 Further Exploration (Week 7, 3/11/2025)

Fig 2.17 Final Vehicle Design (Week 8, 10/11/2025)

At this stage, I tried using Zbrush to create a simple blockout of the vehicle. This helped me check the feasibility of the overall design and understand how the different parts interact, overlap, or cover each other. It allows me to see if the design works in 3D before moving on to further refinement.

Fig 2.18 Blockout Attempt (Week 8, 10/11/2025)

I then proceeded to experiment with different colour combinations and rendering refinements. Personally, I preferred options 2 and 4, option 2 has a higher contrast, which suits my character’s personality as a solo explorer, while option 4 has low-saturation colours that match the overall world setting.

Fig 2.19 Colour Scheme (Week 8, 10/11/2025)

In the end, I chose to go with option 2, as it best fits both my character and the world’s persona. To make the vehicle blend better into the world, I also added some textures.

Fig 2.20 Project 1 Final Compilation - PDF (Week 8, 10/11/2025)


3. PROJECT 2 / PRODUCTION

In Project 2, we are required to continue developing our vehicle design from Project 1. We need to pick one vehicle and props concept and extend it with design applications that communicate clearly and appeal to the target audience.

The exercise focuses on showcasing the development process, which includes:
  • Thumbnail sketches (vehicle and props breakdowns)
  • Value studies
  • Colour studies
  • Texture experiments
Fig 3.1 Moodboard (Week 8, 10/11/2025)

Fig 3.2 Interior Design Attempt #1 (Week 8, 10/11/2025)

For the interior, Mr Kannan suggested adding a windshield design and paying more attention to the usability. I made the corresponding modifications and also explored further the overall aesthetic and functionality of the vehicle interior design.

Fig 3.3 Adjustments (Week 9, 17/11/2025)

Fig 3.4 Interior Design Attempt #2 (Week 9, 17/11/2025)

Fig 3.5 Interior Design Functions Draft (Week 9, 17/11/2025)

After that, I reorganised and improved the overall design based on the functionality of the interior. I changed the joystick to a more usable form. Following Mr Kannan’s suggestion, I also replaced the sensor spike arm controls on both sides with spherical shapes, indicating that they can rotate freely, rather than just moving forward and backward like in the original design.

In addition, I enhanced the overall design aesthetic and added more details to enrich the look and feel.

Fig 3.6 Adjustments (Week 9, 17/11/2025)

Fig 3.7 Interior Design Attempt #3 (Week 9, 17/11/2025)

Mr Kannan pointed out a reachability issue with the control panels on both sides, as the distance was too far for easy operation. To solve this, I shortened the central control section, bringing the seat and controls closer together for better usability.

Fig 3.8 Adjustments (Week 9, 17/11/2025)

Fig 3.9 Final Interior Design - Line Art (Week 10, 24/11/2025)

Fig 3.10 Final Interior Design - Base Colour (Week 10, 24/11/2025)

Fig 3.11 Rendered Final Interior Design (Week 11, 1/12/2025)

Fig 3.12 Final Interior Design Breakdown (Week 11, 1/12/2025)

For props, I had two ideas. The first was a gas mask for my character, inspired by my world setting which made a gas mask a necessary and logical prop for survival in this harsh environment.

Fig 3.13 Gas Mask Moodboard (Week 9, 17/11/2025)

The second idea was a light utility harness, a piece of wearable equipment for the character to carry all the essentials needed to survive in this world.

Fig 3.14 Light Utility Harness Moodboard (Week 9, 17/11/2025)

Mr Kannan suggested that I can focus more on the gas mask, while the utility harness could still be explored as a secondary prop.

Fig 3.15 Gas Mask Sketches (Week 10, 24/11/2025)

Fig 3.16 Gas Mask Final Design (Week 10, 24/11/2025)

Fig 3.17 Gas Mask Colour Scheme (Week 11, 1/12/2025)

I decided to go with colour #3, as its low-saturation, pale silver-purple fits the world setting better compared to the other, more saturated and vivid options. Since the character is a solo explorer, she may encounter unexpected situations in the wild, so a subtle, understated colour allows the gas mask to blend in and remain less conspicuous, which is practical for a prop that needs to be worn for long periods in the field.

Fig 3.18 Final Gas Mask Design (Week 11, 1/12/2025)

Fig 3.19 Final Gas Mask Design Breakdown (Week 11, 1/12/2025)

For the light utility harness, I went with the design #3 and further refined it.

Fig 3.20 Light Utility Harness Sketches (Week 10, 24/11/2025)

Fig 3.21 Final Light Utility Harness Design (Week 11, 1/12/2025)

Fig 3.22 Final Light Utility Harness Design Breakdown (Week 11, 1/12/2025)

Fig 3.23 Project 2 Final Compilation - PDF (Week 11, 1/12/2025) 


4. FINAL PROJECT / POST PRODUCTION AND PROFILING

Final Polished 3D Modelled and Concept Design for the vehicle done in project 1 & 2. Call sheet showcasing the breakdown's of your props, interior and engine (if necessary). Key Art For all 3 vehicle concept as example attached. Call sheet needs to be well laid out.
  1. Color studies
  2. Textures
  3. Key Art
  4. Props Breakdown
  5. Orthographic
For the final project, I started with orthographic drawings to define the overall vehicle design. So that during the 3D modelling process, I can adjust the design accordingly if there were any scaling or proportion issues.

Fig 4.1 Orthography (Week 12, 8/12/2025)

In Project 1, the 3D build was mainly for checking perspective and the logic of the parts. At this stage, I rebuilt an updated version of the blockout.

Fig 4.2 Vehicle Base Blockout (Week 12, 8/12/2025)

After confirming that all parts and the overall design were structurally sound, I proceeded to refine the model and add more details.

Fig 4.3 Vehicle Detailed 3D Model (Week 12, 8/12/2025)

Fig 4.4 Vehicle Detailed 3D Model (Week 12, 8/12/2025)

Mr Kannan suggested that I can proceed further with refining the model and adding more design details. During the process, I proceeded to add more design details and made the edges sharper.

Fig 4.5 3D Model (Week 13, 15/12/2025)

Mr Kannan originally suggested that once the 3D model was complete, we could directly import it into Photoshop for paint-over rendering. However, I wanted to try achieving a more realistic result. Since I learned the Substance Painter workflow in another module this semester, I decided to use it.

Fig 4.6 Colouring and Texturing Progress in Adobe Substance Painter

Due to time constraints, I couldn’t do detailed retopology in Maya, so I quickly rebuilt the retopology in ZBrush, applied UV mapping, and then imported the model into Substance Painter for colour and texturing. Overall, the process went quite smoothly.

Fig 4.7 3D Model Colouring and Texturing (Week 13, 15/12/2025)

I also tried rendering the model with background and lighting in Substance Painter as shown in Figure 4.8, which I found quite interesting. At this point, the model was complete enough to allow for final refinements using paint-over. I chose to do these refinements in Procreate. I had originally planned to use Photoshop, but due to time constraints, I decided to use Procreate since I’m more familiar and comfortable with it.

Fig 4.8 Rendering Attempt (Week 13, 15/12/2025)

Mr Kannan also added another requirement: we had to create a final poster to narrate our concept and world. My world is set in a post-apocalyptic environment, so my idea was to show the setting of the world and how the vehicle fits in, highlighting the role it plays within that environment.

Below are my attempts at the poster design. Before refining it, I wanted to experiment with different environments, styles, and composition possibilities.

Fig 4.8 Poster Design Attempt #1 (Week 15, 29/12/2025)

Fig 4.9 Poster Design Attempt #2 (Week 15, 29/12/2025)

Fig 4.10 Poster Design Attempt #3 (Week 15, 29/12/2025)

In the end, I decided to go with poster attempt #3 and brought all the designs into Procreate for the final touch-ups. During this process, I also added more details to some of the components.

Fig 4.11 Before and After Comparison (Week 15, 29/12/2025)

During the later compilation process, I also made some adjustments to the previous interior and prop designs and added more supporting information.

Fig 4.12 Final Project Compilation - PDF (Week 15, 29/12/2025)


REFLECTION

This module really pulled me out of my comfort zone. At first, I felt a bit stressed and uneasy because I had no prior experience with vehicle design, and to be honest, I wasn’t very interested in it at that time.

I would say the most struggling part for me was the initial ideation stage. Without a clear concept or inspiration, it was hard to come up with an idea that didn’t feel floating or forced. I didn’t want to just create something generic for the assignment, I wanted to explore something I liked and was interested in. So that made the process painful at first, but after spending more time absorbing different works and exploring themes I enjoy, I started to find a direction.

I chose a post-apocalyptic world for my setting because I have always been drawn to this style. I wanted to experiment with end-of-the-world, wasteland, or solar punk aesthetics. It felt exciting and playful, and a lot of the interesting ideas actually came from instinct. At first, I thought about incorporating mutated animals into my world, and this idea later extended to include insects, like dragonflies or bees, in the vehicle design. Everything came together naturally as I explored further.

Overall, I learned a lot from this process. Mr Kannan’s feedback, whether positive or critical, was always helpful. It clarified the style and direction I wanted to pursue and reminded me to think about many factors: the relationship between vehicle appearance and function, logical design, interesting details before function, interior and prop usability, and so on. Thinking from multiple perspectives really helped make the concept more solid, fun, and engaging.

For me, design is really about thinking, and this module pushed me to overachieve in that aspect, but it felt good. Overall, I found the process very enjoyable. The further I went, the more fun it became, and seeing my ideas take shape was very satisfying. Looking back, the whole journey was about continuous improvement, gradually making my concept more concrete. While there is still room for improvement in the final work, I’m quite satisfied because I think it is very close to what I wanted to express.

Comments

Popular posts from this blog

Advanced Typography: Task 4 Final Compilation & Presentation

Advanced Typography: Task 3 Type Exploration & Application

Advanced Typography: Task 1 Exercises