3D Karts
- jakebanitas
- Oct 13, 2016
- 2 min read
After finishing the concepts i moved straight onto modeling. The modelling for the go karts went well, and pretty quick. The concepts I made for the kart I thought was enough to go on, mainly because of the length of the project. I guess I should have straightened out the design a bit; to explain some of the fastenings and how the kart fits together, by drawing orthographics I could have done this. I kind of regret not doing that because of clipping elements I have to sort out and some areas I now have to rely textures; however, I think due to the art style I think it'll work and won't look to confusing.
Most the modelling I restarted but used the original model as reference for shape and size (although the size was way off when I had to put in engine). Most the model wasn't too hard to model, due to the tri count I can’t go too high poly, because of this I planned to model the kart low poly and use Quixel suite 2 to draw the normals. I don't plan to use many normals and rely more on albedo to display detail in the textures.

I used the same chassis for all three karts, the idea for this is to save texture space, also saves a lot time modelling because 60 percent of the 2 other karts are already done before I start them. I tried using as much repeating geometry as possible as well to save time. I also tried to unwrap as I modelled to save time in the next phase but there was a few assets I missed, always is.

After modelling I jumped straight into unwrapping, as mentioned I unwrapped most already so this process didn't take as long as I feared. I also used much overlapping UVs to save texture space; the original plan is to fit the chassis textures on one and the added parts of level 1 and 2 have their own material each. But while unwrapping I realized it could all fit on two texture sheets. I decided to go on that so that I could get extra textures , not sure how I am going to use them but I think 2 x 2048 textures for albedo, 2 x 1024 textures for normals and roughness and metal I don’t think they will need 1k textures. I'll texture in 2k and then downscale where needed.


I’m going to texture in Quixel first normals in NDo and then the materials in Ddo. I have used Quixel but never hand drawn so I’m not sure how that'll go but I’ll see tomorrow.
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