In Art Spotlight, we invite Sketchfab artists to talk about one of their designs.
Hello! My name is Alexander. I am the creator of the “Fantom-ASS” model and I am glad that I was given the opportunity to share my creation process with everyone. First of all, I would like to say a bit about myself. I have been 3D modeling for many years, but I started taking a more serious approach in the last 3 years when I decided to share my work on the internet. This was when my modeling skills reached the level at which I was no longer embarrassed to publicly show my work.
I own and work with good software packages like 3DSMax, Zbrush, Topogun, Photoshop, Quixel nDo, Substance painter. By the way, I especially like to draw normal maps manually in nDo2, but not to bake with a hi-poly model. This process sometimes doesn’t save time at all, but I like the result more. However, it isn’t always possible to work this way. I had to sculpt Rolls’s figure on a radiator at ZBrush, and then to do a retopology.
Since I was happy with my modeling skills, I developed and published my own site Treedgrafika.ru and started gradually filling it with my work, and also started posting lessons of 3D modeling that I independently prepared. Along with it I opened the “Treedgrafika” channel on Youtube to post my video tutorials.
I would still be working with the site if one year later I hadn’t been noticed by a young, but successful team that develops online games in “Ex Machine” style. I was invited to become a participant of this project, and I still work there now.
My work is creating low-poly transportation models and objects for environments to use in the game. Among my works there is also Rolls-Royce 3 under the name “Fantom-ASS”. I thought up its look and name. The name was amusing to me because in the game the phantom kicks asses and stays unnoticed :). I don’t know if this name will be used, but I think it’s funny.
In 3DSMax, I began creating the phantom by placing a blueprint of a car on frontal, side and back projections.
It is necessary to say that I don’t always use projections for modeling. For example, I created a model of the Bugatti car using only one sketch.
I took some photos of real cars as a basis for the “Fantom-ASS.” This allowed me to gain a better understanding about the arrangement and appearance of the vehicles.
To start, it was necessary to recreate a model of a classic car. I began with a simple plane. I like starting this way, though of course it is possible to begin with any primitive.
The rough model of the body at the initial stage didn’t come as easily as I wanted. Retro cars are far from the modern streamlined, aerodynamic shapes of the modern automobile industry. Despite this challenge, I completed a rudimentary mesh and began work on the details.
Here just photos of real cars were useful. But since the car had to become a fighting unit, I thought about adding additional elements of protection in the form of pipes and lattices, and also about the adding extra equipment. By the way, I created all elements separately, and then united them into one mesh.
After work on the forms was complete and I got the approval of my colleagues on the project, the most tiresome and uninteresting work – UVW – was coming. Nevertheless, without this routine it is impossible to pass to the finishing step. Work on the UVW map was long, but it was eventually met with success. At last it was possible to move on to textures.
For this model, I did what I generally do. I baked the Ambient Occlusion map in 3DSMax. I began the normal map and prepared the texture in Photoshop, and added basic elements of color schemes to the body. Then I drew some elements using nDo.
Then, I exported the model to the format * .FBX. I opened the model in Substance Painter along with the initial maps, and the real birth the Phantom’s body began. It should be noted that at the final stage I had technical failure, and I lost all the textures. However, in my opinion, the second incarnation of the phantom was even better than the first.
First option, before the crash of the project:
At last, I managed to finish the work and achieve a desirable result. It is necessary to say that the result even surpassed my expectations a little. Overlaying textures and drawing directly on model is very cool. You can clearly see where to add shadows, rust, scratches, and rumples.
I created a suspension bracket, wheels and fastenings for guns separately from the body. Their textural maps were also separate. It was necessary to tinker with wheels a little. In particular, I experimented with the spokes. This entailed more delicate work and the introduction of a transparency map. For this part, all the steps I described above were repeated.
To finish the project, I associated the body with the running gear and beds. After applying all of the maps it became clear that my work was complete. Then I just had to create the asset and place the car in the game …
Well, thanks for your attention. I hope my description was clear and interesting.
You can see more of Alexander’s work on his Sketchfab profile.