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
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)
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Fig 1.1 Deconstructing and Constructing - Air Vehicles (Week 3,
6/10/2025)
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Fig 1.2 Deconstructing and Constructing - Water Vehicles (Week
3, 6/10/2025)
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Fig 1.3 Deconstructing and Constructing - Land Vehicles (Week
3, 6/10/2025)
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2. Form and Function (Pick 1 type x 10
thumbnails)
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Fig 1.4 Form and Function (Week 4, 13/10/2025)
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3. Perspective (Pick 1 type x 5 sketches
min)
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Fig 1.5 Perspective (Week 4, 13/10/2025)
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4. Line Weight (Pick 1 and add line
weights to the perspective drawing done)
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Fig 1.6 Line Weight (Week 5, 20/10/2025)
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5. Applying Colours (Pick 1 and apply
varieties to obtain appealing colours)
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Fig 1.7 Applying Colours (Week 5, 20/10/2025)
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6. Texturing (pick 1 and test with
materials and texture bashing)
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Fig 1.8 Texturing (Week 5, 20/10/2025)
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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
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Rough value paintings (5 selected from the silhouettes) in 1 sheet
- Design breakdowns (minimum 1 sheet)
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Fig 2.1 World Setting & Initial Idea (Week 3, 6/10/2025)
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Fig 2.2 Character & Initial Concept (Week 3, 6/10/2025)
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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.
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Fig 2.3 Moodboard (Week 3, 6/10/2025)
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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.
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Fig 2.4 Air Vehicle Silhouettes (Week 3, 6/10/2025)
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Fig 2.5 Vehicle Silhouettes (Week 3, 6/10/2025)
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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.
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Fig 2.6 Dragonfly Anatomy Study (Week 4, 13/10/2025)
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With this concept in mind, I began creating thumbnail sketches and
explored different ideas by integrating other elements into the design.
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Fig 2.7 Thumbnail Sketches (Week 4, 13/10/2025)
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Fig 2.8 Thumbnail Sketches (Week 4, 13/10/2025)
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Fig 2.9 Silhouettes (Week 4, 13/10/2025)
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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.
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Fig 2.10 Rough Value Painting (Week 5, 20/10/2025)
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Fig 2.11 Detail Sketches (Week 5, 20/10/2025)
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Fig 2.12 Design Breakdown (Week 5, 20/10/2025)
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Fig 2.13 Vehicle Design #1 (Week 5, 20/10/2025)
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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.
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Fig 2.14 Further Exploration (Week 6, 27/10/2025)
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Fig 2.15 Vehicle Design #2 (Week 6, 27/10/2025)
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Fig 2.16 Further Exploration (Week 7, 3/11/2025)
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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.
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Fig 2.18 Blockout Attempt (Week 8, 10/11/2025)
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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.
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Fig 2.19 Colour Scheme (Week 8, 10/11/2025)
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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.
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Fig 2.20 Project 1 Final Compilation - PDF (Week 8, 10/11/2025)
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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
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Fig 3.1 Moodboard (Week 8, 10/11/2025)
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Fig 3.2 Interior Design Attempt #1 (Week 8, 10/11/2025)
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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.
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Fig 3.3 Adjustments (Week 9, 17/11/2025)
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Fig 3.4 Interior Design Attempt #2 (Week 9, 17/11/2025)
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Fig 3.5 Interior Design Functions Draft (Week 9, 17/11/2025)
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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.
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Fig 3.6 Adjustments (Week 9, 17/11/2025)
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Fig 3.7 Interior Design Attempt #3 (Week 9, 17/11/2025)
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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.
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Fig 3.8 Adjustments (Week 9, 17/11/2025)
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Fig 3.9 Final Interior Design - Line Art (Week 10, 24/11/2025)
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Fig 3.10 Final Interior Design - Base Colour (Week 10,
24/11/2025)
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Fig 3.11 Rendered Final Interior Design (Week 11,
1/12/2025)
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Fig 3.12 Final Interior Design Breakdown (Week 11, 1/12/2025)
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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.
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Fig 3.13 Gas Mask Moodboard (Week 9,
17/11/2025)
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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.
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Fig 3.14 Light Utility Harness Moodboard (Week 9,
17/11/2025)
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Mr Kannan suggested that I can focus more on the gas mask, while the
utility harness could still be explored as a secondary prop.
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Fig 3.15 Gas Mask Sketches (Week 10, 24/11/2025)
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Fig 3.16 Gas Mask Final Design (Week 10, 24/11/2025)
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Fig 3.17 Gas Mask Colour Scheme (Week 11, 1/12/2025)
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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.
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Fig 3.18 Final Gas Mask Design (Week 11,
1/12/2025)
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Fig 3.19 Final Gas Mask Design Breakdown (Week 11,
1/12/2025)
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For the light utility harness, I went with the design #3 and further
refined it.
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Fig 3.20 Light Utility Harness Sketches (Week 10,
24/11/2025)
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Fig 3.21 Final Light Utility Harness Design (Week 11, 1/12/2025)
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Fig 3.22 Final Light Utility Harness Design Breakdown (Week 11,
1/12/2025)
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Fig 3.23 Project 2 Final Compilation - PDF (Week 11,
1/12/2025)
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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.
- Color studies
- Textures
- Key Art
- Props Breakdown
- 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.
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Fig 4.1 Orthography (Week 12, 8/12/2025)
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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.
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Fig 4.2 Vehicle Base Blockout (Week 12, 8/12/2025)
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After confirming that all parts and the overall design were structurally
sound, I proceeded to refine the model and add more details.
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Fig 4.3 Vehicle Detailed 3D Model (Week 12, 8/12/2025)
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Fig 4.4 Vehicle Detailed 3D Model (Week 12, 8/12/2025)
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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.
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Fig 4.5 3D Model (Week 13, 15/12/2025)
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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.
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Fig 4.6 Colouring and Texturing Progress in Adobe Substance Painter
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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.
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Fig 4.7 3D Model Colouring and Texturing (Week 13,
15/12/2025)
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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.
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Fig 4.8 Rendering Attempt (Week 13, 15/12/2025)
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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.
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Fig 4.8 Poster Design Attempt #1 (Week 15, 29/12/2025) |
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Fig 4.9 Poster Design Attempt #2 (Week 15, 29/12/2025) |
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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.
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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)
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.
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