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Lazarus Watson - Games Automotive Art 2022
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Lazarus Watson - Games Automotive Art 2022

by Lazarus on 1 Jun 2022 for Rookie Awards 2022

For the Rookies 2022 I have chosen to showcase a collection of 4 of my vehicle art projects completed over the past year.

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Post-Apocalyptic Dune Buggy

In this project I really wanted to develop my texturing and in-engine presentation skills. I also focused on experimenting with and better understanding a workflow that took advantage of hard surface sculpting for damage effects. These new techniques really helped me to push this piece to the next level.

I began by creating the various mechanichal elements in a mixture of 3ds Max, Fusion 360 and Zbrush. I then combined these assets and sculpted any damage or extra details in ZBrush, retopologised the asset in 3ds Max and performed a high to low poly bake in substance painter.

The buggy was textured using Substance Designer and Painter then presented it in an Unreal Engine 5 scene constructed with Quixel Megascans assets.

Functional Vehicle Customiser

This project was created to develop my understanding of various Unreal Engine features like the variant manager, dynamic material instances, blueprints, complex shader graphs and mesh decals.

I created the base mesh for the vehicle using a support loop and subdivision workflow with various alternative bodywork parts. I then swapped these piece out in engine using UE4's variant manager system.

Similarly, I created a material for the car paint that could then be modified at run time using dynamic material instances.

The glass is a slightly modified version of Epic's Automotive Materials glass material where the colour and opacity are paramatised.

Scalextric Inspired Porsche 911 GT3 RS

I really wanted to experiment with 3D laser scanning and using the data from it to create a game ready asset. The Scalextric Porsche toy was scanned using Staffordshire Universities HandySCAN Black Elite and VXelements. This base mesh was then retopologized, textured and presented in engine.

I constructed the environment using Quixel Megascans Assets and a HDRI from Poly Haven.

2018 Aston Martin Vantage Night Scene

For this piece I wanted to explore Ray Tracing in Unreal Engine 4, further improve my vehicle modelling skills and develop my understanding of complex shader graphs.

The HDRI used is from Poly Haven, the car paint material from Epic's Automotive Materials and the rain modifications were influenced by Ben Cloward's YouTube series "Rain Materials in Unreal Engine 4".


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