Week7:Modeling car and Substance designer test

In the seventh week, my main job was modeling a car which was gaven by my tutor. The main reasons why I accepted this project like modeling and want to participate in foreign commercial projects.

This is a challenge. Before that, I didn’t know much about the structure of the car. Especially if the reference picture is very vague.

In this regard, I found many similar models on the Internet as a reference to understand the structure of the car.

In the process of modeling, always pay attention to the number of control triangles, because this is an unknown project. I hope my model can be used in any project.

The following is the process diagram of the model:

During the modeling process, I often press 1 and 3 to observe the harden edge and soft edge modes of the model.

The following figure shows Harden edge mode and soft edge mode after the model is completed:

harden edge
soft edge

Substance designer test

There are two options for the landscape part of my game project:

1. Manually place the model including a large area of ground

2. Programmatically generated terrain (world creator or substance designer, or houdini) I currently have a preliminary grasp of Worldcreator. The advantage of this software is that it can be quickly learned and used, but the methods for generating special terrain are limited. But this week I mainly want to try Substance designer to generate terrain.

Then,export the map to Unreal

The final result is similar to worldcreator. But for special terrain, substance designer needs to study more deeply. For the seabed terrain in my project, after another discussion by the team, it was decided that there is no need for complicated procedural node generation. The existing rock model can support the required scene.

In other words, such terrain cannot be used well in the project.

In addition, I also tried the production of rock material in substance designer.

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