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3d Vehicle Progress
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3d Vehicle Progress

Zack Lovell
by shovellovell02 on 31 May 2023 for Rookie Awards 2023

This entry looks at my progress as a 3d vehicle modeler in the five years I've been in education. To do this I look at one of the first vehicles I modeled as well as my most recent.

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Humble Beginnings: The Old Formula 1 Car

This vehicle was one of the first I ever modeled. It's missing details around the wheel and there are cirtainly elements that I would change if I were to model it again. Despite this it really helped me to establish a baseline for my vehicle modeling workflow.

This vehicle also served as my introduction to the Arnold renderer and its materials system.


An improvement I've made since creating these renders is to hide the plane the car is on while preserving the shadows. This means my renders now look much better when using HDRI's.

How Far I've Come: Pagani Zonda R

Texturing this vehicle acted as my introduction to the material editor inside Unreal Engine 5.


The vehicle even has a fully detailed interior and engine bay. I am particullarly proud of areas such as the exaust line as it took a lot of reserch to get it as detailed as it is.

For the meshes (rear of vehicle and on roof/side scoops) as well as the rear logo I used opacity maps.

I really liked the variety of metals I got to create for this project. I think they really help to add realism to the vehicle.

The carbon fiber material makes use of a material function which is the first time I have ever used one. The material also has an optional clear coat setting which allows for the two variations seen in the renders.

The level of detail compared to my first model is huge. I'm really proud of the detail I have included under the bodywork.

I really like how the vehicle looks at night, the way light reflects off of the carbon fiber really highlights the clear coat finish.

I added some videos here of in-engine footage. I especially recomend looking at the first one as it shows the level of detail under the bodywork.

Something Different - S-072 Halo Spartan

I wanted to show that I can do more than just model cars so I made a Spartan from the halo series.

The chacater served as my introduction to texturing in Substance painter and rendering with Marmoset.

I used decals such as the bullet holes on the shoulder plate to add an extra layer of detail.

I really enjoyed paying around with the edge wear and dirt maps to create good looking materials.

The armour also has lights that glow in the dark which were created using an emmisive map.


Thank you for taking the time to look at my entry. If you have any feedback a comment here would be apreciated. If you're intrested I will leave links to where my work is uploaded below.


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