Vehicle models for games.
We're always waiting to get our hands on vehicles models. Everyone in studio will personally enjoy working on vehicles both realistic and stylized and We're used with many different workflows. starting with real references,blueprints,sketch,concept art.etc. We do understand the technical side and functionality of a in-game model.
We Promise.
AAA Quality models.
PBR textures
Wise use of polycount and textures
Complete functional models
Optimized models for any platforms
CASE STUDY
INDIAN TRUCK
Introduction
As we planned to create a vehicle for our portfolio we found a challenging yet interesting model to showcase our work standards and quality.
'The Indian Truck', with its complex features and high detailing made it our best choice.
References
The primary and most important part of the project was to have good references to work on. we spend a good time collecting it and was able to found these
Good reference help us to make sure stick on the initial idea
Challenges
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No proportional blueprints to follow
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No right textures or right stickers were available
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To match with the real-life vehicle
Indian Trucks are always painted based on the religion or beliefs, We had to manually paint all the traditional Indian artworks which were challenging same time interesting
Blocking to the Final Model
The Block was done with standard primitives and then added load details thourgh sculpting
UV Mapping
After the modelling was done, we did the UV mapping. 4 texture pages of 2K resolution were used to add unique details on the model which made our model more realistic.
Normal Baking & AO Baking
The next step was to bake normals and AO for our high and low poly objects
we followed the following steps for preparing our baking scene in marmoset toolbag:
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Placed all separate objects in a baking group. Thus making it organized in a way, where they aren’t close to other objects and avoided occluding onto each other.
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Set an output folder and named the baked maps. Changed the samples to a higher value around 16x or 64x. Changed the padding to “Extreme” and soften setting to 0.1 and setted the output texture resolution.
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Baked our Normal map first, which driven us to all other baked maps. We clean up the normal map as there was some small errors by using the “Offset” and “Skew” painting settings.
Texturing
Once we had all our baked maps in the order we set up our mesh and started texturing the Indian Truck.
As in General, we exported our mesh as FBX and assigned different material for each texture page objects. This allowed us to work on each texture sheet individually and also export them separately.
These were the steps we followed for setting up the scene for texturing:
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Create a new project and chose PBR - Metallic Roughness template
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Selected the exported FBX file and Set the desired document resolution for the project
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Set the normal map format to “Open GL”.
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Import the normal maps and AO maps that we baked in Marmoset.
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Then, we bake the rest of the mesh maps for the project such as Curvature, World Space Normal, Position, and Thickness. Set the desired resolution size in the common settings, . We typically do not change any of the baking settings and will leave everything to default.
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Hit “Bake Mesh Maps.”
We used many realistic materials to get the right texture result. These are the steps we use for texturing
Once all the mesh maps were stacked, we did blocking colours and added suitable materials for each object.
Here we had many different materials like matte metal, glossy metal, rubber, glass, plastic etc
After adding those materials we added surface details like scratches, colour variations, dirt etc to get the final result like this.