Wednesday 19 February 2014

rx8 main form tweaked and cleaned





High Poly Asset of the Day

Today a very quick model, a self leveling coolant container for the electric coil from the engine room. Tomorrow it's base and maybe detailing of the rest of the coil if I push it.



Engine room WIP.

Engine room starts to take shape. Bulkhead bake is complete with some basic colour blocked in. Also new low poly assets are modeled in and the empty space is getting filled up.



Sunday 16 February 2014

Mazda RX8 WIP

Hello.
Decided to try something else than my usual stuff, so here is my new project. In the dawn of PBR I decided to learn this new process so I'm ready when it comes in full force. I needed a nice model to practice it on, and instead of downloading someone else's work or reusing my old work I decided to hit few birds with one stone:

a) Brush on my hard surface subdivision modelling and practice a bit more complex forms.

b) create a nice model to practice the use of PBS.

c) Create a perfect copy of my car that I can design visual modifications on.

The goals of this project is to create an exact 3D replica of my car, but that would be to easy to do, so to challenge myself a bit more is to recreate it with all the imperfections, scratches and wear and tear it has. Then when that's done I will create a set of after-market parts and some interesting new shaders/textures to concept my ideal version of the car. (Within reason). The goal is to make it as low poly as possible, so it can be rendered in a real time engine which due to the lack of widely available PBS It will be a marmoset 2 viewer for now (with some vray high poly renders maybe afterwards.

Here is first few hours of day one when I blocked out some of the major forms. My main attention was to get the edge flows nice and clean and make the model ready for detaching major body panels for high poly work. At this moment all the creases are defined by separate smoothing groups so its quite edgy but that's only temporary.