Wednesday, March 25, 2020

Final Major Project : Miura P400 SV - Update 19


Miura in unreal engine with simple flat colours applied to get a 'feel' for the way it would look. The interior colours are a mix of some of the originals so I will be changing the colours around to see what best works. 






The blue car bodypaint material shown I created in unreal engine utilising the Automotive asset pack and respective tutorial from Unreal Engine.
Ref Link: (https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/ClearCoatDualNormal/index.html)

What this allowed me to do was add a second coat over the top of the first (clear coat) acting and simulating the behaviour of multi-layered paint more accurately. The images above show the material made to the UE4 Tutorial.

I've then changed up the properties from the tutorial as it was adding a layer of carbon fibre. Instead, I added my own maps simulating an orange peel effect or 'speckle' (shown below) I played around a lot with the scaling and strength values. With the Miura being from the 70s the types and style of paint they used were not the same as they are today. So I wanted the effect to be there for detail, but with it showing significantly less and only being a slight speckle in the light, more accurate to the original paint.




Below: Orange peel Roghness and normal maps. Created in Photoshop using difference clouds base, adding layers of noise and blurs, with tweaks, to get the roughness black and white map. I then used the 3D filter 'convert to normal' to get the normal map.



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