Tuesday, May 19, 2020

Final Major Project : NSX GT3 Evo - Update 08


With a few tweaks and some cleanup, I imported the mesh into substance painter and baked in the maps. As there is no high poly mesh I had to utilise the "use low as high" function. The result was simple and clean and worked as I had intended.


I have to decide which livery I was going to put on the car as this was such an important factor. If viewers didn't like the livery they would judge the whole model just off of that livery. I collected as many liveries as I could and asked some family and friends their opinions to see what the general consensus was. As I had expected, it was pretty divided. As this is such a personal preference, there wasn't a clear leader. Meyer Shank Racing's livery got the most votes, but every livery was within one or two votes of each other, so I didn't feel the result was valid as a clear winner.
I personally like the two MSR liveries as well, however, the yellow one has an intricate honeycomb effect in it which I am not confident in reproducing for my first livery. The pink one is predominantly black and I am concerned this would not showcase as well as the other liveries, as the model and mesh shape would be lost in the black. 


I've decided to go with the Honda Global livery. Not only is it a visually pleasing livery, that isn't too complicated nor simple, but it will also make the car mesh readable and helps to make the whole car stand out. I feel I can reproduce this livery, provided everything works as I intend it to. As this car is a Honda/Acura car it feels right to put honda's racing team livery on it.


In substance, I created three materials on the bodywork. White, red, and dark grey. All with the same metal/roughness properties but with a slight height added to the red to add depth to the livery. Using masks, I painted out the basic shapes and pattern for the livery. I am really pleased, as so far, the process is working exactly how I had envisioned it.


Carbon fibre plays a big role in this car, so I next created my own custom carbon fibre material in Designer. I used a gradient node, along with some blended noises to add texture, with the pattern generator to create this simple effect. I would like to be able to utilise clear coat with this to get a more accurate material, however, it is not supported very well in unreal and it added so little visually to the Miura, I did want to waste time with such a minor detail.

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