Origin point of the car body on the wheel level and centered Shade smooth Auto Smooth around 20° Modeling:
- Start by making a box of the size of the car
- Align the blueprints to the box (Front of the car is -Y)
- Model with symetry modifier applied on X axis
bodyTexturing : - Define texture seam
cmd+E - Apply material + base color texture with closest setting (pixelatted look)
- Create a texture of size
256x256for a basic car size (1px=3cm, 100px=3m) - Unwrap the texture
Uand use the pluginTexel Density Checker by mrvento scale the uv map (Texture size256TD0.33set my td) - For transparent texture, shading : texture alpha -> math value greater than 0.5 -> material alpha Finishing :
- Model the wheel with a cylinder with a
- Place the wheels empty on each side name them depending on the side
wheel1Rwheel2L(could do it with empty rotation but harder to see and fix) - Move origins so the car
Bodyorigin is at wheel center level and reset position to 0 - Using gltf exporter -> Export the
Body+MiscObj+Wheel1Rempties (selection only) (mesh -> apply mirror modifier) - Export the wheel base model
1m50 -> 50 pixels 1m -> 33.3 pixels 1cm -> 0.33 pixels
If using blueprint as base -> measure their length in pixel & car pixel length lmm * 0.033 to resize it
Use the crow color palette
First 5 pixels define the colors palette than can be altered to change the car color 1 : base 2 : darker 3 : lighter 4 : darker+ 5 : lighter+
1cm -> 0.1 pixel