BGP 2017 Fast Gear: Cars

This week will be our sixth working on our Big Game Project. Last week we also had our alpha deadline and testing which went pretty well, we got some useful feedback and the teachers who tried it out seemed to like it even with our current issues and minor tiny little gamebreaking bugs.

As I mentioned in my previous post, I’ve been tasked to design and make the cars for our game and that is practically what I’ve been doing since the start, as well as some minor other tasks here and there such as playing with the lighting and post effects for the game. More of which I will go through in more detail for another post.

For our minimum viable product we’ve set a goal of having at least three different cars in our game. The cars are going to be driven by different characters designed by our lead artist, each with their own different traits and personalities.  If we continue in our current pace we’ll most likely have time to make a couple of more cars and characters in addition to the three original ones. I’ve already started making designs for a fourth car.

The first car, shown in the concept art above, is meant to be driven by the protagonist of the game named Frank Kolben, the character the player is going to play as. For this car I looked mostly at the Delorean DMC-12 (below left), hence the name ”Marty” because movie references. I also took some minor inspiration from the Audi Sport Quattro (below right).

 

After having done the concept art as well as a turn-around to help with the silhouette on the model I move over to 3ds Max to start modeling the game asset.
Occasionally when I’m making these kind of turn-arounds I use smcars’ blueprint archive: http://smcars.net/forums/blueprints-archive.223/ thanks to Marcus from the Somnium team who tipped me about the site.

For the sake of keeping our models consistent and appropiate for our artstyle we’ve set a polycount limit of 1500 polys for the car models.

The body and wheel models are exported separately.
 

I then texture the car body and wheel model in Substance Painter.

 

Below is a screenshot of how the models currently look like in our Unity project with our orthogonal camera perspective. As of now the lighting has to be worked on as well as adding posteffects and what not which I’ll write more about next time.

 

About Jari Melgén

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