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    Ferrari F2004

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    • panixiaP Offline
      panixia
      last edited by

      More stuff πŸ˜„

      SU_07 copy.jpg

      SU_08 copy.jpg

      SU_09 copy.jpg

      SU_10 copy.jpg

      SU_11 copy.jpg

      SU_12 copy.jpg

      SU_13 copy.jpg

      SU_14 copy.jpg

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      • panixiaP Offline
        panixia
        last edited by

        And more β˜€

        SU_15 copy.jpg

        SU_16 copy.jpg

        SU_17 copy.jpg

        SU_18 copy.jpg

        SU_19 copy.jpg

        SU_20 copy.jpg

        SU_21 copy.jpg

        SU_22 copy.jpg

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        • panixiaP Offline
          panixia
          last edited by

          SU_23 copy.jpg

          SU_24 copy.jpg

          SU_25 copy.jpg

          SU_26 copy.jpg

          SU_27 copy.jpg

          SU_28 copy.jpg

          SU_29 copy.jpg

          SU_30 copy.jpg

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          • panixiaP Offline
            panixia
            last edited by

            Some view from the low poly unsubdivided stage 😎

            LP_01 copy.jpg

            LP_02 copy.jpg

            LP_03 copy.jpg

            LP_04 copy.jpg

            LP_05 copy.jpg

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            • panixiaP Offline
              panixia
              last edited by

              More detailed views from low poly stage.

              LP_06 copy.jpg

              LP_07 copy.jpg

              LP_08 copy.jpg

              LP_09 copy.jpg

              LP_10 copy.jpg

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              • ntxdaveN Offline
                ntxdave
                last edited by

                Wow! Such detail. Great job! πŸ‘ πŸ‘ πŸ‘

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                • panixiaP Offline
                  panixia
                  last edited by

                  Some view from Substance Painter including the full car and a little texture-set breakdown.
                  Notice the double UDIM tile on the body, rejoined with the aero props and brake calipers with no wasted space.

                  PT_00 copy.jpg

                  PT_01 copy.jpg

                  PT_02 copy.jpg

                  PT_03 copy.jpg

                  PT_04 copy.jpg

                  PT_05 copy.jpg

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                  • panixiaP Offline
                    panixia
                    last edited by

                    Each texture set have different resolution and optional channels (like opacity, emissive, AO) depending on what is needed.

                    PT_06 copy.jpg

                    PT_07 copy.jpg

                    PT_08 copy.jpg

                    PT_09 copy.jpg

                    PT_10 copy.jpg

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                    • panixiaP Offline
                      panixia
                      last edited by

                      Finally I exported the model to 3dsMax using QFT obj exporter to render it in Vray, and imported as straight .skp into Unity3d where I plan to do animations and interactive stuff.
                      I then exported a GLTF from Unity and imported in Blender just to convert it in binary GLB which is more compact and convenient.
                      Below is a screnshot from Unity inspector:

                      unity_inspectors.jpg

                      Here's a short video of the first export/rendering test with Substance PBR textures reloaded (order of appearence in the YouTube description).

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                      • Gus RG Offline
                        Gus R
                        last edited by

                        Excellent work.

                        www.instagram.com/gusrobatto/

                        www.facebook.com/gusrobatto

                        www.flickr.com/photos/gusrobatto

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                        • panixiaP Offline
                          panixia
                          last edited by

                          Here in this video is a first mockup/proof-of-concept for some animation I started to put toghther during lockdown. 🀒
                          Now that I'm done with the car I will reload it and continue to work on the scenes..
                          Stay tuned for more updates in the summer. β˜€

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                          • boofredlayB Offline
                            boofredlay
                            last edited by

                            https://i.pinimg.com/564x/b1/13/6c/b1136c912e6cfa93b3e1463db47bb508.jpg

                            http://www.coroflot.com/boofredlay

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                            • Bryan KB Offline
                              Bryan K
                              last edited by

                              One of the greatest cars in history.

                              And this has to be one of the finest 3D models I've ever seen and a fitting tribute. Wow! πŸ‘

                              See my portfolio at https://delphiscousin.blogspot.com/

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                              • ntxdaveN Offline
                                ntxdave
                                last edited by

                                @bryan k said:

                                One of the greatest cars in history.

                                And this has to be one of the finest 3D models I've ever seen and a fitting tribute. Wow! πŸ‘

                                DITTO!

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                                • Rich O BrienR Offline
                                  Rich O Brien Moderator
                                  last edited by

                                  @panixia said:

                                  For the main body I did some workaround to take advantage from Substance UDIM tile workflow.

                                  Can you expand on this?

                                  Download the free D'oh Book for SketchUp πŸ“–

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                                  • O Offline
                                    optimaforever
                                    last edited by

                                    Amazing work ! I admit that the quadface tools+vertextools+subD workflow
                                    is something that I sometimes miss in Fusion360, as it allows some complex
                                    sculpting with ease, and this f2004 is a wonderful demonstration !!!

                                    How can you retrieve the second tile you made in wrapR?
                                    can it save several tiles for one mesh? or you need an workaround?
                                    UDIM workflow is possible in substance painter but I never thought of
                                    doing that with a sketchup-generated mesh.
                                    This is new for me, you’re a genius !

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                                    • panixiaP Offline
                                      panixia
                                      last edited by

                                      @rich o brien said:

                                      @panixia said:

                                      For the main body I did some workaround to take advantage from Substance UDIM tile workflow.

                                      Can you expand on this?

                                      Adesso arriva. πŸ˜‰

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                                      • panixiaP Offline
                                        panixia
                                        last edited by

                                        Here we go.. My best attempt to explain it.
                                        The basic concept is that you export from a single-material model and then reload in another model with two separate materials. πŸ‘

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                                        • panixiaP Offline
                                          panixia
                                          last edited by

                                          @optimaforever said:

                                          can it save several tiles for one mesh?

                                          No, it's not, but you select the faces for the second tile, create a new unique material for them and assign to it the textures from uv tile 2.

                                          That simply works because sketchup teoretically has actually both uv sets repeating overlapped (exactly like the psycoTemplate texture in the vid), but because you assigned each texture to the proper material/faces, you are sort of trolling the system, so it works.

                                          The difference with "official" UDIM workflow is that you are not able to manage this with a single material based on the texture set's naming convention only, but you have instead to manualy re-create (and reassign on the mesh) individual materials for each texture set.

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                                          • panixiaP Offline
                                            panixia
                                            last edited by

                                            Some Wrap-R views. For the main body I did some workaround to take advantage from Substance UDIM tile workflow.
                                            I also added some minor props in the empty spaces left in the body double-unwrap
                                            (used the same trick to add minor props to other single-tile texture sets).

                                            I've also found a neat trick to unwrap flat strips of poligons in Wrap-r with a little aid of Thrupaint.
                                            Look at the tire tread and rim 😎

                                            WR_01 copy.jpg

                                            WR_02 copy.jpg

                                            WR_03 copy.jpg

                                            WR_04 copy.jpg

                                            WR_05 copy.jpg

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