As a big car buff, this project was exciting for me. I had a list of cars to pick from and I actually ended up asking my friends which one I should model, everyone agreed on the Porsche 911 GT3RS. I downloaded the blueprints from online and lined everything up as closely as I could. We only had 2 weeks from start to finish for this project so we were in a big time crunch to get our models to look as realistic as possible and still abide by the project requirements. This project we had to work from view to view to accurately model the exterior of the mesh but only one half of it, as we were going to mirror the other side later on. This was the first car I ever modeled and I am very happy with how this turned out. The car body is all one piece, the lights, grill, wings, tires/wheels, and license plate are separate objects.
I modeled this in Maya 2020, for the few maps that I did need to use for this project I threw into Photoshop and made them into seamless materials, and I made the tires and license plate in Substance Painter with alpha maps and maps that I used for height and normal maps. I exported everything into Unreal and applied the rest of the car textures from there. 13 textures were used total, 1 decal projection on both sides of the car doors that say “GT3RS”, and 1 alpha map for the grill were all I used in the material editor. I used an HDRI background and lighting source for rendering as well.
I wish I had spent some more time working on the UVs for a better layout on the carbon fiber texture, and I also wish I worked on the back of the car more as well as it is still a little lumpy and lacking in detail compared to the rest of the car. I would have also liked to have added more carbon fiber accenting on the back of the car, the top of the car, and under the headlights, as well as added a small light in the side mirrors to just have a little pop of emission.