Race Ship (Commisioned work)
Almost 75% of the modeling time was invested on that part. Player will be seeing this almost 90% of the time!

Almost 75% of the modeling time was invested on that part. Player will be seeing this almost 90% of the time!

'Car Ad' style view

'Car Ad' style view

Front view

Front view

Top view

Top view

RTX accelerated viewport. It just works :D

RTX accelerated viewport. It just works :D

Race Ship (Commisioned work)

I had the pleasure to collaborate with @Longplay_Games on this race ship. They're awesome people to work with, and more important, they are really commited about accesibility on their games, so everybody, despite the performance of their machines can play these games. My duties where from concepting to final engine pass. This time, I had some hard limitations on poly count. My approach was to leverage the power of decal workflows, combined with FWN and using vertex color channels to additional AO, Lightmap and metalness masks to save memory. Only one material slot and 5000 triangles to ensure a good performance across the board (That's what you need if you're making a racing game, right?). Also, no baked normals, and totally customizable color schemes.

Heavily inspired on Planetside 2's workflow from Ranulf Busby | Doku and Rocket league cars!

Ultimately, I couldn't resist the temptation to make some beauty shots using raytracing, pushing up resolution, volumetrics and light samples, in UE4 4.26.2 to bring it to another level. All captures comes from the engine in realtime. Literally, each of these 5.000 triangle has its purpose there!

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