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Art

Blender

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 body Texturing :
  • Define texture seam cmd+E
  • Apply material + base color texture with closest setting (pixelatted look)
  • Create a texture of size 256x256 for a basic car size (1px=3cm, 100px=3m)
  • Unwrap the texture U and use the plugin Texel Density Checker by mrven to scale the uv map (Texture size 256 TD 0.33 set 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 wheel1R wheel2L (could do it with empty rotation but harder to see and fix)
  • Move origins so the car Body origin is at wheel center level and reset position to 0
  • Using gltf exporter -> Export the Body + MiscObj + Wheel1R empties (selection only) (mesh -> apply mirror modifier)
  • Export the wheel base model

Pixel scale

1m50 -> 50 pixels 1m -> 33.3 pixels 1cm -> 0.33 pixels

Texture

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+

2D Scene

1cm -> 0.1 pixel