VEHICLE AND PROPS DESIGN - Project

20.04.2026 - 31.07.2026(Week 01 - Week 14)
Lee Xiang Ling / 0384095 
Vehicle and Props Design / Bachelor of Design (Honours) in Creative Media 
Project 01 / Pre Production
Project 02 / Production
Final Project / Post Production and Profiling

LIST / JUMPLINK


LIST OF CONTENT


INSTRUCTIONS

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PROJECT 01

This project allows us to explore different vehicle designs within our own world setting. We can reference existing IPs and develop a unique world through its culture, resources, occupations, environment, technology, and functions, making the vehicle design connected to its background.


WORLD & CHARACTER SETTING
First, we needed to establish the world setting and character concept, followed by creating a moodboard as a visual reference for the later design process. I chose to base my project on the world of the Chinese sci-fi romance game Love and Deepspace. The game combines futuristic technology, combat, and dangerous creatures known as Wanderers, making it a suitable setting for developing a character with combat and survival elements.

Fig. 1.1 - Moodboard of World Setting_JPEG (13/5/2026)

Based on the original world setting, I further developed my own story background and placed it in the border zone of a futuristic city in 2123. This area exists between officially controlled districts and the underground black market, where security is unstable and Wanderers frequently appear. Hunters, informants, injured civilians, and people involved in illegal activities often gather here, making it a dangerous grey area filled with different people and stories.

Fig. 1.2 - Wanderers_JPEG (13/5/2026)

Based on this world setting, I designed the character as an independent hunter and doctor. She travels through dangerous areas for missions, combat, and medical assistance, so her vehicle needs high mobility while also providing medical storage and basic mission support.

Fig. 1.3 - Character Design_JPEG (13/5/2026)


VEHICLE DESIGN PROCESS
Based on the previous world and character settings, I finally chose a motorcycle as the character’s main vehicle. 

Compared with cars or other larger vehicles, a motorcycle is smaller, more agile, and more suitable for moving through city borders, ruins, narrow streets, and complex terrain. It also fits the character’s independent way of working.

Fig. 1.4 - Moodboard of Motorcycle_JPEG (13/5/2026)

Since the character is involved in combat, exploration, and rescue missions, the motorcycle needs more than just speed and mobility. I also planned functions such as medical supply storage, emergency evacuation, night scouting, and low-noise movement. Through these features, I wanted the vehicle to become part of the character’s identity and mission needs, rather than simply a form of transportation.

After confirming the vehicle type, I started creating different thumbnail sketches to explore variations in shape, proportion, riding posture, and overall silhouette.

Fig. 1.5 - Thumbnail Sketches 01_JPEG (20/5/2026)

Fig. 1.6 - Thumbnail Sketches 02_JPEG (20/5/2026)

I experimented with traditional motorcycle structures, futuristic technology, and streamlined forms inspired by animals to make the design fit my world setting. Lecturer also suggested that I further study and break down the structure of real motorcycles, including the front section, body, seat, power system, and wheels. This helped me explore more creative variations while keeping the design functional and believable, rather than simply changing its appearance.

Based on my lecturer’s feedback, I selected Design 5 and Design 13 from my earlier sketches for further development. Both designs feature a low body, streamlined silhouette, and a strong sense of speed, which fit the character’s need for fast movement and missions.

Fig. 1.7 - The firearm design in Love and Deepspace_JPEG (24/5/2026)

During this exploration, I also studied futuristic firearm designs, using their sharp forms, layered armour, and mechanical lines as inspiration while combining elements from both concepts. This stage helped me define the overall design language of the vehicle while considering combat, mobility, stealth, and medical support functions.

After deciding on the main design direction, I further developed the vehicle’s structure and functions by combining elements from the previous concepts.

I kept the low and streamlined body while refining details such as the front, rear section, and handles. To strengthen the futuristic setting, I replaced traditional wheels with a hover turbine system hidden underneath the body, allowing the vehicle to travel slightly above the ground. I also added deployable landing supports to keep the vehicle stable when parked. At this stage, I began to focus not only on appearance, but also on how the vehicle could function and operate logically.

Fig. 1.8 - Design Process 1_JPEG (26/5/2026)

After establishing the basic structure, I gradually refined the vehicle’s form, colour, and details while exploring different perspective views. However, while working on Process 2, I realized that my understanding of perspective for complex mechanical forms was still weak, which caused some distortion in the proportions and structure. 

To solve this, I first created a basic 3D model in Blender to confirm the overall proportions, volume, and perspective, then used it as a reference to complete Process 3. This process also helped me better understand how the vehicle’s structure changes from different angles.

Fig. 1.9 - Design Process 2_JPEG (10/6/2026)

Next, I further developed the vehicle’s colour scheme, props, accessories, and materials

I tested several colour combinations and finally chose a white, black, and cyan palette to give the vehicle both a futuristic and medical appearance. 

Fig. 1.10 - Color Application_JPEG (12/6/2026)

I then developed additional features such as the medical kit, storage compartments, charging port, handles, side wings, and hover turbines to make the vehicle more functional.

Fig. 1.11 - Design Breakdown_JPEG (14/6/2026)

For the materials, I selected reinforced transparent glass, composite polymer, black-coated steel, and luminous materials based on the purpose of each component, aiming to keep the design both futuristic and structurally believable.

Fig. 1.12 - Materials & Function_JPEG (14/6/2026)


BLENDER LEARNING & BLOCKOUT
Next, our lecturer introduced us to Blender for vehicle modelling. Although ZBrush could also be used, Blender was recommended because it is more suitable for hard-surface and mechanical modelling.

Therefore, I started using Blender to create my vehicle. Since I was not familiar with the software at first, I began by learning the basic interface, essential modelling tools, and common shortcuts. I also practised basic operations such as moving, rotating, scaling, Edit Mode, and object control to prepare for the modelling process.

During the modelling process, our lecturer suggested using the Mirror and Array modifiers to improve efficiency. The Mirror modifier helped me quickly create symmetrical parts of the vehicle, while the Array modifier was useful for repeated mechanical components and details.

Fig. 1.13 - Blockout Process_JPEG (10/6/2026)

For the 3D blockout, I first built the basic body and overall proportions of the vehicle using simple geometric forms to establish the main silhouette. I then gradually added the hover turbines, rear Turbo, seat, front section, and other mechanical components

At this stage, I focused more on the overall structure rather than small details. I repeatedly checked the model from the side, front, top, and perspective views to adjust the scale and position of each part, making sure the 3D model remained consistent with my original concept before moving on to further refinement.

Fig. 1.14 - Final Blockout_JPEG (14/6/2026)


FINAL OUTCOME_PDF

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PROJECT 02

In this project, we continued developing the vehicle design from Project 1, further refining its form, structure, and functions while also creating related prop designs.


INTERIOR DESIGN
I started developing the control panel design of the motorcycle by considering what information the rider needs to see and how the controls should be arranged. 

I collected references of motorcycle dashboards, handlebar controls, and digital displays to study the layout of speed, navigation, energy status, warning information, and function buttons. This helped me better understand the logic of real motorcycle controls and gave me a stronger base for adding more futuristic functions and interface elements later.

Fig. 2.1 - References of the control panel_JPEG (20/6/2026)

First, I created an initial sketch by combining the control panel research with the character’s needs. 

I planned the main display, driving mode buttons, handles, and smart control interface, while also adding medical-related features such as a patient scanner, medical kit, and wearable smart control device

Fig. 2.2 - Sketches_JPEG (23/6/2026)

After confirming the control panel design, I started adding it to the 3D model and used a mannequin to test the riding proportion and control position.

Fig. 2.3 - 3D Blockout of Control Panel_JPEG (5/7/2026)

Fig. 2.4 - 3D Blockout with human_JPEG (7/7/2026)

However, I encountered a problem where the control panel became unclear and poorly defined. At first, I thought the cuts were not deep enough, so I tried making them deeper, but there was no obvious improvement.

Lecturer later explained that I should not create all the details directly on one mesh. Instead, I should use the Boolean modifier, building separate shapes and using them to cut the main form. This would keep the model cleaner and make later adjustments easier. Since I had not saved another version of the file, I had to restart the model from the beginning. Although this took extra time, it taught me the importance of using a proper modelling workflow and saving different versions during the process.

Fig. 2.5 - Final Design_JPEG (10/7/2026)

Our lecturer asked us to clearly show the function of every button and system on the vehicle’s control panel instead of focusing only on appearance. 

Therefore, I broke down the control area and labelled functions such as navigation, scanning, driving mode, energy, storage, emergency brake, hover control, balance, lighting, boost, and wing control. I also added a touch interface, AI voice assistance, and map display to strengthen the futuristic setting. 

Fig. 2.6 - Function Introduction_JPEG (12/7/2026)


PROPS DESIGN
At the same time, I also started creating 3D models of the props to better understand their structure and make it easier to draw them from different angles. After considering several ideas, I decided to further develop the smart band and medical kit.

Fig. 2.7 - References of Props_JPEG (14/7/2026)

The Smart Band is one of the character’s main wearable props, combining functions such as medical scanning, information display, and smart control. I first built the overall form around the wrist, then added details such as the screen, buttons, and layered outer panels. The 3D model also helped me draw the prop from different angles and better show how it is worn and used.

Fig. 2.8 - Props Design - Smart Band_JPEG (18/7/2026)

Fig. 2.9 - 3D Blockout of Smart Band_JPEG (18/7/2026)

The Medical Kit is designed to store and carry medical supplies during missions, so I wanted it to feel futuristic while still having a practical storage system. I first developed the case, handle, locks, and protective outer structure, then considered the internal compartments when opened. The 3D model helped me present the closed and opened forms more accurately from different views.

Fig. 2.10 - Props Design - Medical Kit_JPEG (18/7/2026)

Fig. 2.11 - 3D Blockout of Medical Kit_JPEG (18/7/2026)


FINAL OUTCOME_PDF

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FINAL PROJECT

In this project, we needed to complete the 3D modelling of our vehicle and props developed from the previous projects, while further refining the structure, details, materials, and presentation. 

After completing the models, we also needed to present the final design from different angles and create a Key Art, placing the vehicle in an environment that fits the world setting to show its function, atmosphere, and overall visual direction.


3D BLOCKOUT
After rebuilding the basic model, I started refining each part of the vehicle by adding surface patterns, layered structures, mechanical details, and bevels

Fig. 3.1 - Final 3D Blockout_JPEG (27/7/2026)

These adjustments made the original blockout look more complete and helped clarify the connections between different components. At this stage, I continued checking the overall proportions and silhouette while reducing overly sharp edges, gradually bringing the model closer to the final design.

After completing the model, I started assigning colours and materials to different parts to bring it closer to the final design.

Fig. 3.2 - Process in Blender_JPEG (30/7/2026)

One of the most difficult parts was selecting surfaces around areas that had already been modified with Boolean and Bevel, as I had to be very careful not to select nearby faces by mistake. Although I had studied different materials earlier, applying them in practice still required a lot of testing with metallic, roughness, transparency, and reflection settings. This process helped me better understand how materials actually behave on a 3D model.

After completing the materials, I further adjusted the direction and intensity of the lighting to make the forms and material differences clearer. After rendering, I used Photoshop for post-processing, adding extra material textures, shadows, and small details while slightly enhancing the contrast and glowing effects. This helped reduce the overly smooth appearance and made the vehicle feel more mechanical and complete.

Fig. 3.3 - Final 3D Blockout with color and texture_JPEG (1/8/2026)

I also refined the control panel by adjusting the layout of the screen, buttons, and handles, while unifying the materials and glowing details to make the controls clearer and more futuristic.

Fig. 3.4 - Final Interior Breakdown_JPEG (1/8/2026)


PROPS
I also applied materials and colours to the props so they matched the overall style of the vehicle. After the basic render, I used Photoshop to refine the surface textures, lighting, and small details, making the medical kit and handle look more complete and realistic.

Fig. 3.4 - Props Breakdown_JPEG (3/8/2026)


KEY ART
For the Key Art, I first searched for a background that matched the vehicle’s world setting and visual style. I chose a scene with futuristic architecture, cool tones, and an open space so the vehicle could stand out while still fitting the futuristic city environment.

Fig. 3.5 - Key Art Background_JPEG (4/8/2026)

Next, I adjusted the lighting and rendering so the vehicle’s light direction, brightness, and shadows matched the background more closely. This helped reduce the separation between the model and the environment, making the vehicle blend more naturally into the scene and preparing it for the final Key Art post-processing.

Fig. 3.6 - Process_JPEG (4/8/2026)

Finally, I used Photoshop to further refine the Key Art by adding ground shadows, reflected light, and small lighting effects so the vehicle could blend more naturally into the environment. To better show the vehicle’s scale and actual use, I also added a riding figure, making the final presentation clearer and more complete.

Fig. 3.7 - Final Key Art_JPEG (5/8/2026)


FINAL OUTCOME_PDF

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REFLECTION

Through this project, I developed my work from the initial world setting and vehicle concept to functional design, props, 3D modelling, and finally the Key Art. It gave me a much clearer understanding of the overall vehicle design process. Previously, I tended to focus more on whether a design looked interesting, but this project taught me that structure, function, and usability are equally important. Feedback from my lecturer also encouraged me to study real motorcycle structures, break down different functions, and use 3D models to solve design problems.

The biggest challenge for me was Blender and mechanical modelling. Since I was unfamiliar with the software at the beginning, I faced many problems with perspective, Boolean, Bevel, materials, and model structure. I even had to rebuild part of the model because I did not save different versions of my file. I also realised that I sometimes spend too much time repeatedly fixing one problem. These experiences taught me the importance of a proper workflow, file backups, and better time management.

By the end of the project, I became more familiar with Blender and learned to develop a design through function, proportion, materials, lighting, and environment rather than appearance alone. Although there are still areas I could improve, this project gave me more confidence in vehicle and hard-surface design, while showing me that I still need to strengthen my perspective, modelling efficiency, and material rendering skills.