Hi Polycount! I'm working on a vehicle 3D model of the GAZ 69 Old Soviet Jeep. I have started this project a few days ago Critique and feedback are more than welcome. I will try to share workflow and updates as much as possible
My goals for this project are to learn more modeling & texturing skills and have a finished detail vehicle at the end - including: Chassis & Suspension, Wheels, Engine, Vehicle Interior & Exterior.
My starting point is the chassis:
For now my workflow is using crease edge preview in Maya to block out the shapes. I'm constantly comparing the parts different reference images and blueprints I found on the net. I'm using a StingrayPBSshader with 2 lights for a nice material to model with.
For reference materials I'm using a Pure ref board :
The modeling stage of the chassis & suspension are done (except some smaller details like bolts & small wires) - Now I need to figure out how I am going to prepare this for texturing. I have a low poly model - mid poly - and High poly model. I might use the midpoly on some parts and the low poly on other parts. ( the tires will be remodeled)
I did a texturing test on the chassis - This is the midpoly version with Maya automatic UV unwrapping & packing. I used just a quick smart material in painter for this test. The texture is 2k
good job so far but, if i may, i see a lot of (should be) flat surfaces that look like they are curved, maybe adjust the smoothing groups a bit (i think its called hard edges in maya).
also, there are a lot of parts that are not "welded" together or joined in a realistic fashion, they are just there and in some cases they protrude through other pieces.
you mentioned that you have a low, mid and high poly versions but you didn't explain why. are you doing this for a real-time engine or for offline rendering?
Hey! Thanks for the feedback! I plan to make this game ready - so thats why I use creased edges and smooth preview which gives me low poly, mid poly, and high poly. I dont plan to weld parts because I want to keep the modeling and geometry simple and easy to edit and if I weld them there will be more vertices added though when I start modeling the Engine I might weld parts in more realistic way . For the smoothing groups I will be fixing that when I start baking form Highpolly to lowpolly.
I managed to bake all the chassis parts with Marmoset baker which gives me nice curved edges and shape definition. The UVs still need to be improved and packed better to get more resolution on bigger parts of the model but I',m happy with the results for now
This was my quality reference board with images of 3D vehicles that are professionally made and very high quality I compare my work also to this board, not just to real life reference to see better what I need to improve. - I still need to improve the texturing to make my model more readable - Overall my model is starting to get close to the quality & style of the images in the board - I will also need to improve the texture resolution - packing the UVs better
texturing looks better but there are some seams in some places that dont make sense, like here
there is some waviness in the normalmap on the brake discs. i don't use maya so i don't know what to recommend but i think it has to do with smoothing groups.
also, looking at the texture i can see some things that can be overlapped / symmetry-ed in the UVs. having so many parts it helps the texel density to have overlapped UVs
Hi! Thanks again for the feedback! I will definately look into fixing those problems - I will be doing more unwrapping iterations for sure and also I will look into overlapping more parts to save texture space!
I did another uv re-pack and to get better texel density and and did another texture iteration
First I grouped the uvs of different parts and scaled them so important parts of the model get more texel density and less viable or hidden parts get less. When I do the final uv packing with unfold 3D I make sure the shells pre scaling is disabled. I also straightened as many uv shells as possible.
Thanks! For this project Im using mostly smart materials and layering them with masks and selections. I have buch of materials from substance share and some from artstation. Also Im using the default painter materials for some dust or rust effects
Project recap: most of the main exterior & interior elements are in place and in the right proportions just some small elements are missing after that im going to model the engine - which is going to be the most difficult part ( Engine , gearbox, exhaust pipes, carburetor etc.)
The diffuse color form the Photoshop gives the texture a very unique look - I put Diffuce color on a fill layer in Substance painter set to passtrough bending mode.
Update on the model - I used a free character model from Sketchfab for scale reference ( I should have done this from the beginning but fortunately there werent too may scale issues.
Replies
Leaf springs update - using bend in Maya
Blocking out the position of the suspension & Tires positions
Update on the suspension
Update on Tire proportions
Update on the gearbox & front wheels.
General ref image I am following:
The modeling stage of the chassis & suspension are done (except some smaller details like bolts & small wires) - Now I need to figure out how I am going to prepare this for texturing. I have a low poly model - mid poly - and High poly model. I might use the midpoly on some parts and the low poly on other parts. ( the tires will be remodeled)
Update on the front leaf springs (The dad to be shorter), front and back tires distance (Had to be longer) and chassis height ( was too high)
Blocking out the exterior parts...
WIP on the car body
Update on the car body parts and some interior
I did a texturing test on the chassis - This is the midpoly version with Maya automatic UV unwrapping & packing. I used just a quick smart material in painter for this test. The texture is 2k
Another texturing version with mixing some of my smart materials in Painter
https://sketchfab.com/3d-models/gaz-69-chassis-496808e2720a4331b17878b5916bd634
I agree Its more realistic to weld the parts but this method also works fine for the scope of this project.
I had to separate as many elements as possible on a duplicate mesh to avoid normal map baking problems
The modeling part of the Chassis is 100% done, there will be some more texturing iterations but for the most parts it is done.
I put the chassis together with everything that i have modelled so far to test how It will look at the end:
Update on finalizing the chassis & suspension (model clean-up & UVs re-pack)
This was my quality reference board with images of 3D vehicles that are professionally made and very high quality
I compare my work also to this board, not just to real life reference to see better what I need to improve.
- I still need to improve the texturing to make my model more readable
- Overall my model is starting to get close to the quality & style of the images in the board
- I will also need to improve the texture resolution - packing the UVs better
I will definately look into fixing those problems - I will be doing more unwrapping iterations for sure and also I will look into overlapping more parts to save texture space!
First I grouped the uvs of different parts and scaled them so important parts of the model get more texel density and less viable or hidden parts get less. When I do the final uv packing with unfold 3D I make sure the shells pre scaling is disabled. I also straightened as many uv shells as possible.
Great work man
I have decided to finish this project at last by incorporating photogrammetry for making unique textures of the exterior and interior of the vehicle.
https://sketchfab.com/3d-models/gaz-69-new-scan-eb3e915c4f054382b5a1a5aa328b96a4
The diffuse color form the Photoshop gives the texture a very unique look - I put Diffuce color on a fill layer in Substance painter set to passtrough bending mode.
Update on the model - I used a free character model from Sketchfab for scale reference ( I should have done this from the beginning but fortunately there werent too may scale issues.