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IPD - New World G-Car

As of my Industry Portfolio Development module I was tasked with creating an asset around a set theme of "80s Power Ballads" and "Modern Day Sword and Sorcery". I was inspired to create a concept car based around the design of a guitar - the G-Car - which is powered by the sound of music.

To produce the asset a standard 3D Art pipeline was followed. Working on the interior of the car was a first for me, however I really enjoyed the challenge, and I am immensely pleased with the overall outcome.

I was aided by vast research and reference, from which I was able to model real life components, such as guitar pedals, and incorporate the shape of my friend's own guitar in the car design.

Going forward I hope to work on producing more interesting environments, to better showcase 3D assets I have modelled and textured.

This is the Video Showcase produced as part of the Rendering Process.

Studio Camera Setup: Used various cameras in UE4, alongside the video sequencer which allowed for a smooth recording process.

Studio Camera Setup: Used various cameras in UE4, alongside the video sequencer which allowed for a smooth recording process.

First set of concept sketches, this helped to get a basis for the shape of the blockout I produced. Drawing is not my strong suit, large amounts of image reference aided in overcoming the pre-production stages.

First set of concept sketches, this helped to get a basis for the shape of the blockout I produced. Drawing is not my strong suit, large amounts of image reference aided in overcoming the pre-production stages.

Final concept sketch: this helped produce the basic low-poly model, which would further aid in the production of the body of the final asset.

Final concept sketch: this helped produce the basic low-poly model, which would further aid in the production of the body of the final asset.

The first of several colour tests which helped to finalise the overall aesthetic of the vehicle. This helped in the texturing stages. Ultimately, this is the scheme that was decided upon.

The first of several colour tests which helped to finalise the overall aesthetic of the vehicle. This helped in the texturing stages. Ultimately, this is the scheme that was decided upon.

Another potential colour scheme for the asset - although this concept as a whole was not implemented, some aspects were utilised in the interior of the final model.

Another potential colour scheme for the asset - although this concept as a whole was not implemented, some aspects were utilised in the interior of the final model.

This was a part of early engine tests - I moved the meshes in-engine to test various aspects such as lighting, mesh errors, and overall scale. This process helped familiarise myself with the engine and aided me in the final rendering stages.

This was a part of early engine tests - I moved the meshes in-engine to test various aspects such as lighting, mesh errors, and overall scale. This process helped familiarise myself with the engine and aided me in the final rendering stages.

Final car body mesh - using a polycount limit of 100k tris I kept optimisation in mind. Overall this resulted in a total tri-count of around 51k.

Final car body mesh - using a polycount limit of 100k tris I kept optimisation in mind. Overall this resulted in a total tri-count of around 51k.

Final interior mesh: to ensure high optimisation, a detailed high-poly mesh was baked over onto a low-poly version, in the form of normal and AO maps.

Final interior mesh: to ensure high optimisation, a detailed high-poly mesh was baked over onto a low-poly version, in the form of normal and AO maps.

Final wheel mesh - to further ensure optimisation, one wheel mesh was created and duplicated in-engine. This helped keep the tri-count lower and made the production of this component more efficient.

Final wheel mesh - to further ensure optimisation, one wheel mesh was created and duplicated in-engine. This helped keep the tri-count lower and made the production of this component more efficient.