Hi everyone,
My name is Valentin Nadolu, I'm a 3d artist specialized in vehicles for more than 10 years and the Lead Vehicle Artist @ AMC pixel factory for the last 7 years. I've did a hell of a lot of vehicles for games like Mercenaries 2, Saboteur (EA), Test Drive Unlimited and Unlimited 2, Call of Duty: Ghosts to name a few. I work in Maya, Max, Photoshop, Substance Designer and whatever in necessary. I also like to automate things with scripts and like to dig deep into pipelines and technical aspects of 3d graphics.
I like cars, computers and graphics, preferably all mixed together to create something cool.
Feel free to comment and add critique, I'm always looking to improve my trade so any input is welcome!
Replies
This is similar to the Chevelle in specs:
Overall the results are a bit noisy but that can be easily rectified by adjusting the sliders as you can see on this Hemi Cuda.
Lastly, here's how the SD graph looks like. On the right you can see the sliders that can be used to adjust the car paint material.
The high resolution model has ~1 million triangles and it's created in Maya using Creases and Smooth Preview.
The low resolution model has 12.000 triangles and was created using the Quad Tool in Maya's Modeling Toolkit.
The textures are made up of one 4096x4096 texture set for the plane and one 512x512 texture set for the glass area. Both shaders are PBR using a spec / glossiness model.
Programs used:
- Maya for high res and low res modeling.
- xNormal for baking tangent space normal maps.
- Quixel nDo2 for normal map panels, nuts, bolts, rivets and other small details.
- Substance Designer for the base materials and generic details such as dirt, salt deposits.
- Substance Painter for extra custom details.
- Marmoset Toolbag 2 for rendering .
First, here are some renders with just the base materials:
PS: still looking for a good free salt flat HDRI and backplate for some beauty shots. Any ideas? Let me know!
For the purposes of this I've updated the Dacia Logan model to about 100k triangles to avoid any normal map bakes for low curvature shapes. Since sketchfab compresses textures, I wanted to avoid "stepped" artifacts.
The whole thing is still very much WIP, both 3d model and functionality.
Please use this link to use the configurator, clicking on the Sketchfab play button will show the model with all the wheels on top of each other.
http://vrntech.ro/wp-content/uploads/2016/04/vrnLoganWheelConfigurator.html
model'
PS: For anyone curious, this is my real world car, the Enkei RPF1 configuration is what I use in the summer and the widened steelies are what I use in the winter.
For the purposes of this I've updated the Dacia Logan model to about 100k triangles to avoid any normal map bakes for low curvature shapes. Since sketchfab compresses textures, I wanted to avoid "stepped" artifacts.
The whole thing is still very much WIP, both 3d model and functionality.
Please use this link to use the configurator, clicking on the Sketchfab play button will show the model with all the wheels on top of each other.
http://vrntech.ro/wp-content/uploads/2016/04/vrnLoganWheelConfigurator.html
model'
PS: For anyone curious, this is my real world car, the Enkei RPF1 configuration is what I use in the summer and the widened steelies are what I use in the winter.
For the purposes of this I've updated the Dacia Logan model to about 100k triangles to avoid any normal map bakes for low curvature shapes. Since sketchfab compresses textures, I wanted to avoid "stepped" artifacts.
The whole thing is still very much WIP, both 3d model and functionality.
Please use this link to use the configurator, clicking on the Sketchfab play button will show the model with all the wheels on top of each other.
http://vrntech.ro/wp-content/uploads/2016/04/vrnLoganWheelConfigurator.html
model'
PS: For anyone curious, this is m