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<h1>How to model vehicles</h1>
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2018-08-24 17:24:21 +08:00
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## 4-Wheeled Vehicles
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<h3>Modelling</h3>
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Vehicles must have a minimum of 10.000 and a maximum of 17.000 Tris
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approximately. We model the vehicles using the size and scale of actual cars.
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The bottom part of the vehicle consists of a plane adjusted to the Bodywork.
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The vehicle must be divided in 6 materials:
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1. **BodyWork:**
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The Bodywork includes the chassis, doors, car handle, and front and back
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parts of the vehicle. The BodyWork material is controlled by Unreal Engine.
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You can add logos and some details, but remember, all the details will be
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painted by Unreal using the same color. Use the alpha channel if you want to
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paint details with a different color.
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2. **Wheels:**
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Model the Wheels with hubcaps and add details to the tire with Substance. In
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the UV, add the tires and the hubcaps separately.
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3. **Interior:**
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The Interior includes the seats, the steering wheel, and the bottom of the
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vehicle. You don’t need to add much detail here.
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4. **Details:**
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Lights, logos, exhaust pipes, protections, and grille.
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5. **Glass:**
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Light glasses, windows, etc. This material is controlled by Unreal.
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6. **LicencePlate:**
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Put a rectangular plane with this size 29-12 cm, for the licence Plate.
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We assign the license plate texture.
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<h3>Nomenclature of Material</h3>
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* M(Material)_"CarName"_Bodywork(part of car)
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* M_"CarName"_Wheel
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* M_"CarName"_Interior
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* M_"CarName"_Details
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* M_"CarName"_Glass
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* M_"CarName"_LicencePlate
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<h3>Textures</h3>
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The size of the textures is 2048x2048.
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* T_"CarName"_PartOfMaterial_d (BaseColor)
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* T_"CarName"_PartOfMaterial_n (Normal)
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* T_"CarName"_PartOfMaterial_orm (OcclusionRoughnessMetallic)
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* **EXEMPLE**:
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Type of car Tesla Model 3
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TEXTURES
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* T_Tesla3_BodyWork_d
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* T_Tesla3_BodyWork_n
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* T_Tesla3_BodyWork_orm
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MATERIAL
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* M_Tesla3_BodyWork
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<h3>RIG</h3>
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The easiest way is to copy the "General4WheeledVehicleSkeleton" present in our project,
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either by exporting it and copying it to your model or by creating your skeleton
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using the same bone names and orientation.
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The model and every bone must be oriented towards positive X axis with the Z
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axis facing upwards.
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_Bone Setup:_
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Vhehicle_Base: The origin point of the mesh, place it in the point (0,0,0) of the scene.
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* Wheel_Front_Left: Set the joint's position in the middle of the Wheel.
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* Wheel_Front_Right: Set the joint's position in the middle of the Wheel.
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* Wheel_Rear_Left: Set the joint's position in the middle of the Wheel.
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* Wheel_Rear_Left: Set the joint's position in the middle of the Wheel.
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<h3>LODs</h3>
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All vehicle LODs must be made in Maya or other 3D software. Because Unreal does
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not generate LODs automatically, you can adjust the number of Tris to make a
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smooth transitions between levels.
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* _Level 0_ - Original
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* _Level 1_ - Deleted 2.000/2.500 Tris (_Do not delete the interior and steering wheel_)
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* _Level 2_ - Deleted 2.000/2.500 Tris (_Do not delete the interior_)
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* _Level 3_ - Deleted 2.000/2.500 Tris (_Delete the interior_)
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* _Level 4_ - Simple shape of a vehicle.
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