
These include vents, door handles, knobs and asymmetrical details. At this point the finer details can start to be added. You may want to merge some superfluous edge loops at this point to keep the geometry light and clean. Once you’re happy with the shape, apply a single-pass subsurf modifier and watch your polygon count quadruple. Make sure to give the panels significant thickness to avoid clipping with the outer door mesh in a crash. The door panels can be started by extruding the existing edge loop from the external door mesh.

Instead you’ll see the nicely subsurfed mesh on the right: This of course looks awful, but fortunately you won’t have to look at it if you keep the subsurf modifier visible while modeling. This is an unconventional workflow, but can be quite helpful for guaranteeing consistent curves, assuming the base mesh is very low-poly.īelow you can see the base mesh without any subsurface smoothing(left), with no more than about 500-600 triangles. It’s also helpful to place a camera at the location of the driver’s head, so you can easily check the in-game PoV at any time.Īs you can see above, I like to use subsurface smoothing (Turbosmooth for the 3dsMax users) during the early modeling phase, especially with very curvy interiors like the Pessima’s. I typically keep a symmetry modifier on the mesh until I am reasonably happy with the overall shape, and then go about working on the unique geometry for each side.
Dexture body parts preserve drivers#
In many cars the dash is symmetrical from the drivers to the passengers side, with the exception of the gauge cluster. With this location pinned down, you can start modeling the dashboard and door panels. You can use these markings to locate the steering wheel position, which dictates the position of the seats and some dashboard features.
Dexture body parts preserve series#
Starting the interior of a car can be a bit daunting without any reference markings, so it’s best to draw up a series of lines marking out the the edges of the door panels and centre console first.

All of the methods applied in Part 1 are very much applicable, so I recommend reading it first:Ī-look-at-vehicle-workflow-Part-1 It covers many of the tricks involved in vehicle art creation quite comprehensively, so I won’t repeat them here - this part will be somewhat shorter.

It’s well and truly time to do a follow-up to Part 1 of our blog on vehicle workflow, in which I’ll be giving an overview of vehicle interior modeling and texturing.
