A slightly stylized vehicle for a game at work that will mostly be used as a means for fast travel. Our games target lower power webGL players so we bake lots of lighting into the diffuse texture on our materials.
The interior is simplified but I still include all the basics.
Our game is multiplayer so color options are necessary.
Check out the Jeepney in 3D here!
These images were my main reference points for the design.
I begin by grabbing a free model of a Jeepney from the internet and scaling it to the proportions of our characters before I start making anything. I then use this mesh as a ghosted reference to block out all the parts I need.
Identifying all the parts I need to make in maya with named boxy objects so I don't forget anything once im in zbrush.
Parts made using z-modeler and dynmaic subdiv in zbrush. I'll export the polygroups as materials to get a color mask to use in painter.
Smooth high-poly in zbrush. Any object that will repeat like wheels, lights and railings I only make one of and will duplicate at the very end.
Low-poly mesh in zbrush before UV and cleanup in maya.
Final low-poly object list.
UV layout. I save space by mirroring everything and duplicating detail parts like tires, lights, etc.
Baking results with a simple red paint in substance.
Our game tries to keep materials lightweight, so I have smart materials set up to fake and bake in metallic lighting to the diffuse channel.
A quick paint job and we're off to the races! Next I will duplicate all the parts I need for the final assembly.
One final touch was to add a deformer to the body to give it a more playful vibe. It did jank up some of the decorative textures a bit though, so next time I would do this part earlier. Maybe after baking but before texturing.
The car is pretty high-poly so making LODs was necessary. 4k triangles is probably still too high for the lowest version, but it'll do for now. Normal occlusion culling will hide the Jeepeny most of the time anyway.
4 color variants in Unity. The color change is done using a hue-shift custom shader to avoid needing multiple texture files. In sketchfab though I had to make each material texture the old fashioned way.