Formula Advance

Student Artwork  Formula Advance


It is the year 2050, Malaysia is competing in the Formula Advance, an improve version of the predecessor Formula 1. Formula Advance is a new kind of machine for racing where it incorporates a new mechanism in engine system and integrates between the conventional turbo system and the jet engine to support the combustion and overall power of the racing car. The distinctive look and unusual appearance of the car is intrend with the high technology and science fiction theme of that current year where all vehicles were design to look like space shuttle and jet fighter cockpits and body.

The car was design with a new approach on its look and the engineering side. This includes the suspension system and its tyre rotation mechanism. With the big carbon fibre wings at the rear and the calculated curves of the front wings, the car will give a maximum speed of 244 mph, thanks to the great downforce contributed by the front and rear wings as well as the equilibrium of the body weight.

The scene was fully modelled in Autodesk 3ds Max 2013. My approach on the vehicle modelling was by utilising the shapes and splines. After a rough sketching, the splines was traced, acting like a cage of the model and was done scetion by section, for instance front wings towards the rear wings. By using spline modelling, I can get an accurate flow of the bodywork from what have been drawn on the concept phase. These splines later will be attached together and the Surface Modifier will be applied to get the final result. Some Pro-Boolean Compound Objects also was done as the modelling approach to create holes on the vehicle body.

As of the garage, it’s pretty much simpler than the vehicle where the modelling started on a simple Box object. With a real scale and units, I get to determine the height of the ceiling and walls with reference to the real world scale. This is crucial to get the realism, as it needs to be consistent with the average size of the real room or garage in the real world. Pro-Boolean was used to create the glass window area, spline was used on making the ceiling lamp, and applying Extrude modifier to get the thickness.

After the modelling phase done, the models were unwrapped to get the UV on the precise position. As I am using the game-asset approach, this is crucial for the texturing phase later so that the model looks good for their Diffuse and Specular Maps. With the help of Adobe Photoshop and a plugin called Quixel nDo, the Diffuse maps are authored and also the Normal maps are created. These maps are tested on a third party renderer Marmoset Toolbag so that the value on the Specular and Normal Maps looks good and the Diffuse colors meet the initial design concept.

The final phase is to export the meshes and models into Unity3D game-engine to be rendered and tested. The videos are all captured during the real-time rendering on Unity3D package.





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