Moodboard
Architecture / Environment
Modelling Progress
Initial blockout to begin modelling.
Progress on modelling as of 3rd March, I have mostly completed the rear of the car, now switching my focus to the front wing and suspension.
Progress on modelling as of 10th of March, I have modelled the monocoque (cockpit), front wing, and made a start on the nose. Shaping the nose and body has been difficult as the 2D reference images only give you so much, I have been able to look at some existing 3D models from games (F1 2020) to better see how these details are shaped.
Info on the time period of the MP4/4 (not finished)
The McLaren MP4/4 was the car driven by Brazilian Ayrton Senna and Frenchman Alain Prost to dominate the 1988 Formula 1 Championship. It is the most dominant car of all time, winning 15 of 16 races that year. In the late 80s Formula 1 was going through rapid change and evolution, both with the cars, and the size of the sport itself. Just 4 years earlier was the introduction of the first “carbon fibre monocoque” making the cars both lighter AND stronger. With this increase in speed, so came an increase in safety, which was quickly becoming a bigger priority for the sport that was now on the world stage.
The sports rapid development attracted all kinds of shady sponsors, the majority being from the tobacco and alcohol industries. The McLaren MP4/4 was fully branded in Marlboro colours in order for it to resemble a packet of Marlboro cigarettes. These sponsorships would stay in F1 until 2005 when the EU banned tobacco advertising.
Substance Painter
The Initial materials applied in Substance Painter, with the red highlights being applied with a stencil from a custom made alpha file.
The final materials applied in substance painter.
The First test render I did in Maya, you can also see that I have remodelled the wheel rims to be higher poly, as they stuck out when compared to the rest of the car. I found a nice HDRI on PolyHaven for the background.
Unreal Engine
Unreal Engine
The layout for my materials, I did this for all 15 materials.
Initially I was having issues with my materials looking badly compressed, after some troubleshooting, I figured out that this was due to changing the scale of the car AFTER it was painted in Substance Painter. Importing the large model into Substance and reexporting the textures fixed this issue.
Final wireframes and Renders
Week 9
In Week 9 we had an introduction to Unreal Engine, starting with the blueprint coding system. We made a light and then adjusted its properties using TriggerBoxes and blueprints.
Level blueprint
Week 10 – Materials
In Week 10 we took a look at how to create materials in Unreal.
explosion blueprint
Assignment 2
I started my interior by blocking out the layout using basic shapes, which I could later replace with more detailed assets. I then started populating the scene with assets from Quixel Bridge.
I used a pitlane asset pack to create the pitlane itself, I then duplicated the building I made along the pitlane.
My Interior after redoing the lighting of the scene.
I then used the Cine camera to make this short test clip, I also used the Niagra particle system to create dust particles in the air, which get caught by the light coming into the garage.
I used the Vehicle blueprint in unreal to make my car driveable, I then used Take Recorder to record me driving out of the garage, which was made into a sequence I could use.