An absolute monster of an off-road rally high performance
twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day.
Was really supposed to be just a 'little' exploration into implementing alternative methods of generating large assets i.e. Hybrid Trim sheet atlas workflow over the christmas break, mainly vehicular props specifically via OSS & free/paid/trial tools however this project seems to have taken on a life of it's own and rather spamming WAYWO with updates, prudence dictates opening a dedicated WIP.
Anyhow progress thus far, finally settled on something I can live with, after multiple revisions plus worth noting I'm also on the clock due to probable upcoming commissioned work later in the year so other than wrapping up this Delta S4 in a 'timely manner' I've got other...well basically zombie projects littering PC that will have to be finalised before then as well, especially my sig linked King Tiger tank of circa: 8yrs vintage...OMG!
Allrighty here we go...
PROPOSED WORKFLOW:
Hybrid Trim Sheet - One 2048*2048 texture set at 512px/m texel density
TOOLS:
Blender 3.6.1
- Textools
- PBR Painter
- Ezy Baker (optional)
- Zen UV
- UVPackmaster 3
Bakers:
Engine:
(pipeline still a bit cursory atm so room for tweaks)
REFS:
NOTE:
If you're fortunate enough to stumble across further resources, like highly detailed relevant content without resorting to ripping models off of games for research purposes (...actually find a real pita) either sketchfab or elsewhere, then yeah by all means use 'em.
eg:
EARLY INITIAL TESTS:
Baked Normals
1048*1048 Texture
TD - 250px/m
2.1k - Tris
Wires
Source Mesh
Additionally, modeled using custom normals (smoothed 30° Weightednormals) technique, personally I've found much more suited to rapid iteration when compared working within a sub division paradigm.
Normal Mapped UV Layout
REVISIONS:
Final updated (mid poly) source mesh, couple of minor touch-ups to come although overall good to go as is
By the way in object mode these clay mats, also denote which elements will be unique, whilst alongside others assigned to trims eg; light grey erstwhile brown for uniquely baked textures, as well as opacity decals/alpha maps to represent transparent materials - glass. Essentially a kind of template guide I think should prove particularly helpful, attributing an optimized layout as to whether shells are either mirrored, stacked overlapped etc
Lastly important to mention, that this project is inspired by Hamish Ames tutorials outlining his approach working with trims painting large props.
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