christophe darphin's profile

XCarver a buggy concept

A Buggy concept
A bit of context
First of all, I am not an artist. In the real life, I am a lead software engineer specialized in the 3D modeling area. I can define myself as an enthusiast of 3d modeling that has spent thousands of hours in the area of Hardsurface and landscape. This is a purely personal project. 
For the modeling of this buggy, I used as usual a procedural approach with a mix of CAD and Subdivision surfaces. 
For the rendering, I used UE 5.0 & 5.1, the automotive materials pack, and a free scene from the Marketplace.

The Design
This is not an existing model and it was important for me to be able to iterate fast and test the evolution of the design in a realistic environment.
For the car grill, I had generated tons of variants and it's the same thing for most of the parts of this buggy 

The car grille
The grille can be summarized as a duplication of a pattern. I have designed several patterns, and each one is a subdivision surface with some weights on the edges.
I was able to switch between the patterns, going back to the models to modify the topology.  The chosen pattern is duplicated, mirrored, sewed, deformed between curves, and after fitted on a surface
With all that elements, it's possible to build a configurator and tests quickly the result in UE5
The rim ​​​​​​​
The rim has been modeled with a CAD pipeline. But it was quite easy to go back on an operator, modify slightly a curve, etc.
Tire tread 
Same kind of CAD process for the tread
The main body
For the orange part of the body, I used a mix of Subdivisions for the main shape and a procedural CAD pipeline for the refinements (crop, cut, boolean operations, fillet, etc.)
For the other parts of the car, I have used the same kinds of workflow: Subd, Subd+CAD, and pure CAD. So, I CAN REPLAY AND ADJUST EVERYTHING.

The rendering
I used Unreal Engine 5.0&5.1 for the rendering. The scene is coming from the Marketplace, and it's the same thing for the materials. To paint the dust and add some mud to the tire, I had 2 choices:
- Generate some UVs on the mesh and use Painter
- Generate some decals and some geometries to do the job
I had chosen the 2nd approach, the procedural way!

The creation of "decal planes" for the dust
To do that, I used Houdini to sample the surface according to procedural low and generate planes.
In UE5, I have created a shader to use these planes as support to overlay duplicated textures combined with a noise

The mud
For the mud in the tire thread, I used a similar sampling method but here to generate some voxelized geometry.
And that's it!
XCarver a buggy concept
Published:

XCarver a buggy concept

Published: