Ferrari F2004

Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:14 pm

During pandemic I choose to put togheter this humble tribute to one of the best racing car ever, as a pastime while I were forced to stay at home even in my spare time and weekends.

Here's my entry for the infamous Ferrari F-2004 one of the most dominant and best looking formula one car which ever hit the tracks.

100% of the modeling and UV's are done in Sketchup Pro 2020 + Quadface Tools + VertexTools2 + Sub-D + SplitTools + JointPushPull alongside other plugins.
I did the UV unwrapping using the Wrap-r plugin.
I only did the texturing outside of sketchup using Substance for direct texture painting and Photoshop to create all the decals/logo stuff.

I hope you enjoy it.

SU_01 copy.jpg


SU_02 copy.jpg


SU_03 copy.jpg


SU_04 copy.jpg


SU_05 copy.jpg


SU_06 copy.jpg
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Last edited by panixia on Sat Jul 10, 2021 1:05 pm, edited 2 times in total.
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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:18 pm

More stuff :D

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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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:21 pm

And more :enlight:

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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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:23 pm

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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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:27 pm

Some view from the low poly unsubdivided stage :fro:

LP_01 copy.jpg


LP_02 copy.jpg


LP_03 copy.jpg


LP_04 copy.jpg


LP_05 copy.jpg
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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:29 pm

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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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:36 pm

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 :fro:

WR_01 copy.jpg


WR_02 copy.jpg


WR_03 copy.jpg


WR_04 copy.jpg


WR_05 copy.jpg
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Last edited by panixia on Sat Jul 10, 2021 4:27 pm, edited 2 times in total.
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Re: Ferrari F2004

Postby ntxdave » Fri Jul 09, 2021 6:37 pm

Wow! Such detail. Great job! :thumb: :thumb: :thumb:
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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:41 pm

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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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:45 pm

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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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:52 pm

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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Re: Ferrari F2004

Postby Gus R » Fri Jul 09, 2021 6:55 pm

Excellent work.
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Re: Ferrari F2004

Postby panixia » Fri Jul 09, 2021 6:55 pm

Here in this video is a first mockup/proof-of-concept for some animation I started to put toghther during lockdown. :puke:
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. :enlight:

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Re: Ferrari F2004

Postby boofredlay » Fri Jul 09, 2021 9:02 pm

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Re: Ferrari F2004

Postby Bryan K » Fri Jul 09, 2021 9:09 pm

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! :thumb:
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Re: Ferrari F2004

Postby ntxdave » Fri Jul 09, 2021 9:11 pm

Bryan K wrote: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! :thumb:

DITTO!
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Re: Ferrari F2004

Postby Rich O Brien » Fri Jul 09, 2021 10:16 pm

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


Can you expand on this?
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There's a frontroom and a backroom....reverse faces
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Re: Ferrari F2004

Postby optimaforever » Sat Jul 10, 2021 10:05 am

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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Re: Ferrari F2004

Postby panixia » Sat Jul 10, 2021 10:17 am

Rich O Brien wrote:
panixia wrote:For the main body I did some workaround to take advantage from Substance UDIM tile workflow.


Can you expand on this?


Adesso arriva. ;)
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Re: Ferrari F2004

Postby panixia » Sat Jul 10, 2021 10:58 am

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. :thumb:

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Re: Ferrari F2004

Postby panixia » Sat Jul 10, 2021 12:34 pm

optimaforever wrote: 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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Re: Ferrari F2004

Postby tuna1957 » Sat Jul 10, 2021 4:44 pm

Wow !! Simply superb job. :thumb: :thumb: Will argue the point of “greatest” F1 car though…. The Jim Clark Lotus 25 has my vote. ;)
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Re: Ferrari F2004

Postby alvis » Sun Jul 11, 2021 10:50 am

It's unbelievable! How is that possible?
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Re: Ferrari F2004

Postby danielreple » Tue Jul 13, 2021 12:24 am

Amazing work!!!

A few days ago I was wondering if it was possible to use SketchUp + Substance Painter.

What format do you export in SketchUp to open in Substance? obj?
When opening in Substance, is the mapping automatically recognized without problems?
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Re: Ferrari F2004

Postby danielreple » Tue Jul 13, 2021 12:52 am

I found a tutorial:

https://www.youtube.com/watch?v=BCd1XiPLza8

panixia, is that how you do it?
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Re: Ferrari F2004

Postby Mike Amos » Wed Jul 14, 2021 4:38 pm

:knockout:
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Re: Ferrari F2004

Postby panixia » Thu Jul 15, 2021 7:49 am

danielreple wrote:I found a tutorial:

https://www.youtube.com/watch?v=BCd1XiPLza8

panixia, is that how you do it?


Sorry for responding so late, but I was on vacation for a couple of days.. :enlight:
Yes, I used a similar tecnique.
The main difference is that I use the obj exporter from Quadface Tools which preserves quads (you can see the quads in the Substance wireframe).
And yes, if you have good UV's Substance will respect them.
You also have an option for auto-unwrap in Substance, but obviously if you are able to unwrap manually you have a lot more optimization in terms of texel density/wasted space.
Here's a tutorial I put togheter a year ago.
It's a bit outdated because now I use another faster trick to straigtehen flat strips of polygons when needed. But the basic workflow is there.
For this model I used pretty much the same technique, the only difference is that the Ferrari has a lot more elements, texture sets and details.

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Re: Ferrari F2004

Postby panixia » Thu Jul 15, 2021 1:46 pm

tuna1957 wrote:Wow !! Simply superb job. :thumb: :thumb: Will argue the point of “greatest” F1 car though…. The Jim Clark Lotus 25 has my vote. ;)

Well, I'm italian so.. you know.. Ferrari is religion, and the f2004 is the holy grail for us.. :mrgreen:
But that classic Lotus was a beast of a car indeed.
In my opinion, both of them are waaaaaaay better than theese bad looking, bad sounding, soul-less cars that we have nowadays. :?
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Re: Ferrari F2004

Postby duanekemp » Sat Jul 17, 2021 8:23 pm

Absolutely inspirational and as professional as can be. BRAVO!!!
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Duane Kemp

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Puidoux, Switzerland
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https://duanekemp.artstation.com/
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Re: Ferrari F2004

Postby panixia » Wed Sep 15, 2021 5:41 pm

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