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BMW Z3
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BMW Z3

Carl Nelson
by CarlNelson on 14 Aug 2023

This project is a personal endeavor inspired by my favorite car, the BMW Z3, and I dedicated my spare time during the summer of 2023 to create it.

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BMW Z3

30k triangles, two 4096x4096 textures.

My objectives for this piece included mastering the use of blueprints and reference images for vehicle modeling, refining my understanding of hard surface and SubD workflows, enhancing my topology skills, familiarizing myself with UDIMS, and leveraging Anchor Points in Substance.

I modeled a low poly mesh in SubD preview in order to efficiently build out the body of the car. Here you can see some of the progress I made throughout the blockout phase, as well as my finished model before subdividing.

This Mesh served as the foundation for both the high-poly and low-poly models. To generate my high-poly mesh, I subdivided this base mesh. As for the low-poly version, I adapted the same mesh by eliminating unnecessary geometry and refining the model to align with the high-poly.

I textured everything in Substance Painter. I chose to use two 4k texture sets as I needed a higher resolution than a single 4k texture, but didnt need the full space of an 8k texture. One texture set is dedicated to large windows and body panels, while the other is used by the wheels and miscellaneous items. I saved space by stacking the UV's of the wheels and tires, and other duplicate items such as mirrors and headlights.

I recently had the opportunity to purchase a z3, which was a tremendous help for reference.

I'm incredibly grateful to the Champlain College Game Art community for providing valuable critique and feedback throughout this project.

I drew significant inspiration from the work of Karol Miklas, especially their approach to rendering vehicles and props.


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