INDUSTRY:

INDUSTRY:

INDUSTRY:

GAMING

GAMING

GAMING

ENGAGEMENT:

ENGAGEMENT:

ENGAGEMENT:

PANTHERA 3D

PANTHERA 3D

PANTHERA 3D

YEAR:

YEAR:

YEAR:

2021

2021

2021

SOFTWARE:

SOFTWARE:

SOFTWARE:

MAYA, SUBSTANCE PAINTER, UNREAL ENGINE

MAYA, SUBSTANCE PAINTER, UNREAL ENGINE

MAYA, SUBSTANCE PAINTER, UNREAL ENGINE

ROLE:

ROLE:

ROLE:

3D ARTIST, UNREAL ENGINE ARTIST

3D ARTIST, UNREAL ENGINE ARTIST

3D ARTIST, UNREAL ENGINE ARTIST

COOL
CAR 02

COOL
CAR 02

COOL
CAR 02

COOL
CAR 02

Cool Car 02 is a game-ready futuristic sports car developed as part of the Cool Cars Pack, a collection of interactive vehicle assets available on the Fab Marketplace.

links:

https://www.fab.com/listings/263ba380-66a4-40c3-85a0-cbd32000abe0

https://www.fab.com/listings/354c9ca6-f9ab-42cc-bae8-22666aa8751e


The vehicle combines detailed 3D modelling and mechanical animation with a complete Unreal Engine setup for gameplay, including vehicle controls, driver integration, material customization, and an interactive configurator. The project covers the pipeline from modelling and rigging in Autodesk Maya through real-time implementation and interactive presentation in Unreal Engine.

Cool Car 02 is a game-ready futuristic sports car developed as part of the Cool Cars Pack, a collection of interactive vehicle assets available on the Fab Marketplace.

links:

https://www.fab.com/listings/263ba380-66a4-40c3-85a0-cbd32000abe0

https://www.fab.com/listings/354c9ca6-f9ab-42cc-bae8-22666aa8751e


The vehicle combines detailed 3D modelling and mechanical animation with a complete Unreal Engine setup for gameplay, including vehicle controls, driver integration, material customization, and an interactive configurator. The project covers the pipeline from modelling and rigging in Autodesk Maya through real-time implementation and interactive presentation in Unreal Engine.

Cool Car 02 is a game-ready futuristic sports car developed as part of the Cool Cars Pack, a collection of interactive vehicle assets available on the Fab Marketplace.

links:

https://www.fab.com/listings/263ba380-66a4-40c3-85a0-cbd32000abe0

https://www.fab.com/listings/354c9ca6-f9ab-42cc-bae8-22666aa8751e


The vehicle combines detailed 3D modelling and mechanical animation with a complete Unreal Engine setup for gameplay, including vehicle controls, driver integration, material customization, and an interactive configurator. The project covers the pipeline from modelling and rigging in Autodesk Maya through real-time implementation and interactive presentation in Unreal Engine.

Cool Car 02 is a game-ready futuristic sports car developed as part of the Cool Cars Pack, a collection of interactive vehicle assets available on the Fab Marketplace.

links:

https://www.fab.com/listings/263ba380-66a4-40c3-85a0-cbd32000abe0

https://www.fab.com/listings/354c9ca6-f9ab-42cc-bae8-22666aa8751e


The vehicle combines detailed 3D modelling and mechanical animation with a complete Unreal Engine setup for gameplay, including vehicle controls, driver integration, material customization, and an interactive configurator. The project covers the pipeline from modelling and rigging in Autodesk Maya through real-time implementation and interactive presentation in Unreal Engine.

The vehicle was modelled in Autodesk Maya, with the exterior and interior developed as a detailed automotive asset suitable for real-time visualization and gameplay.

The modelling process focused on maintaining the distinctive futuristic proportions and mechanical details of the vehicle while preparing its components for subsequent rigging, animation, material assignment, and Unreal Engine integration.

The vehicle was modelled in Autodesk Maya, with the exterior and interior developed as a detailed automotive asset suitable for real-time visualization and gameplay.

The modelling process focused on maintaining the distinctive futuristic proportions and mechanical details of the vehicle while preparing its components for subsequent rigging, animation, material assignment, and Unreal Engine integration.

The vehicle was modelled in Autodesk Maya, with the exterior and interior developed as a detailed automotive asset suitable for real-time visualization and gameplay.

The modelling process focused on maintaining the distinctive futuristic proportions and mechanical details of the vehicle while preparing its components for subsequent rigging, animation, material assignment, and Unreal Engine integration.

The vehicle was modelled in Autodesk Maya, with the exterior and interior developed as a detailed automotive asset suitable for real-time visualization and gameplay.

The modelling process focused on maintaining the distinctive futuristic proportions and mechanical details of the vehicle while preparing its components for subsequent rigging, animation, material assignment, and Unreal Engine integration.

The convertible soft-top was rigged and animated in Maya to support its mechanical opening and closing sequence. Skeletal animation was used to coordinate the movement of the soft-top components and produce a controlled mechanical transformation between the open and closed configurations.

The completed animation was exported with the vehicle for integration into Unreal Engine and use within the interactive vehicle system.

The convertible soft-top was rigged and animated in Maya to support its mechanical opening and closing sequence. Skeletal animation was used to coordinate the movement of the soft-top components and produce a controlled mechanical transformation between the open and closed configurations.

The completed animation was exported with the vehicle for integration into Unreal Engine and use within the interactive vehicle system.

The convertible soft-top was rigged and animated in Maya to support its mechanical opening and closing sequence. Skeletal animation was used to coordinate the movement of the soft-top components and produce a controlled mechanical transformation between the open and closed configurations.

The completed animation was exported with the vehicle for integration into Unreal Engine and use within the interactive vehicle system.

The convertible soft-top was rigged and animated in Maya to support its mechanical opening and closing sequence. Skeletal animation was used to coordinate the movement of the soft-top components and produce a controlled mechanical transformation between the open and closed configurations.

The completed animation was exported with the vehicle for integration into Unreal Engine and use within the interactive vehicle system.

The vehicle's butterfly doors were rigged and animated in Autodesk Maya to create a controlled mechanical opening and closing sequence. The door movement was designed to follow the vehicle's geometry and produce a convincing mechanical motion.

The completed skeletal animation was exported to Unreal Engine and integrated into the vehicle's interactive systems, allowing the doors to be opened and closed as part of the real-time vehicle configurator and presentation.

The vehicle's butterfly doors were rigged and animated in Autodesk Maya to create a controlled mechanical opening and closing sequence. The door movement was designed to follow the vehicle's geometry and produce a convincing mechanical motion.

The completed skeletal animation was exported to Unreal Engine and integrated into the vehicle's interactive systems, allowing the doors to be opened and closed as part of the real-time vehicle configurator and presentation.

The vehicle's butterfly doors were rigged and animated in Autodesk Maya to create a controlled mechanical opening and closing sequence. The door movement was designed to follow the vehicle's geometry and produce a convincing mechanical motion.

The completed skeletal animation was exported to Unreal Engine and integrated into the vehicle's interactive systems, allowing the doors to be opened and closed as part of the real-time vehicle configurator and presentation.

The vehicle's butterfly doors were rigged and animated in Autodesk Maya to create a controlled mechanical opening and closing sequence. The door movement was designed to follow the vehicle's geometry and produce a convincing mechanical motion.

The completed skeletal animation was exported to Unreal Engine and integrated into the vehicle's interactive systems, allowing the doors to be opened and closed as part of the real-time vehicle configurator and presentation.

The completed vehicle was imported into Unreal Engine, where automotive materials were assigned to the different surfaces and components of the car.

The vehicle's surface materials were developed through a combination of Substance 3D Painter and Unreal Engine. Hand-painted textures created in Substance 3D Painter were used for selected surface details, while the primary automotive materials were set up directly in Unreal Engine.

The completed vehicle was imported into Unreal Engine, where automotive materials were assigned to the different surfaces and components of the car.

The vehicle's surface materials were developed through a combination of Substance 3D Painter and Unreal Engine. Hand-painted textures created in Substance 3D Painter were used for selected surface details, while the primary automotive materials were set up directly in Unreal Engine.

The completed vehicle was imported into Unreal Engine, where automotive materials were assigned to the different surfaces and components of the car.

The vehicle's surface materials were developed through a combination of Substance 3D Painter and Unreal Engine. Hand-painted textures created in Substance 3D Painter were used for selected surface details, while the primary automotive materials were set up directly in Unreal Engine.

The completed vehicle was imported into Unreal Engine, where automotive materials were assigned to the different surfaces and components of the car.

The vehicle's surface materials were developed through a combination of Substance 3D Painter and Unreal Engine. Hand-painted textures created in Substance 3D Painter were used for selected surface details, while the primary automotive materials were set up directly in Unreal Engine.

A dedicated Vehicle Blueprint was developed in Unreal Engine to turn the static asset into a functional, drivable game vehicle.

Keyboard and gamepad inputs were mapped to the vehicle's gameplay controls, allowing the car to respond to player input for driving and vehicle movement. The Blueprint brought the model, animations, controls, and vehicle functionality together into a reusable gameplay actor.

A dedicated Vehicle Blueprint was developed in Unreal Engine to turn the static asset into a functional, drivable game vehicle.

Keyboard and gamepad inputs were mapped to the vehicle's gameplay controls, allowing the car to respond to player input for driving and vehicle movement. The Blueprint brought the model, animations, controls, and vehicle functionality together into a reusable gameplay actor.

A dedicated Vehicle Blueprint was developed in Unreal Engine to turn the static asset into a functional, drivable game vehicle.

Keyboard and gamepad inputs were mapped to the vehicle's gameplay controls, allowing the car to respond to player input for driving and vehicle movement. The Blueprint brought the model, animations, controls, and vehicle functionality together into a reusable gameplay actor.

A dedicated Vehicle Blueprint was developed in Unreal Engine to turn the static asset into a functional, drivable game vehicle.

Keyboard and gamepad inputs were mapped to the vehicle's gameplay controls, allowing the car to respond to player input for driving and vehicle movement. The Blueprint brought the model, animations, controls, and vehicle functionality together into a reusable gameplay actor.

A driver integration system was developed to allow a character to occupy and drive the vehicle during gameplay. Character animations were created and integrated with the vehicle setup to support the driver's interaction with the car.

A driver integration system was developed to allow a character to occupy and drive the vehicle during gameplay. Character animations were created and integrated with the vehicle setup to support the driver's interaction with the car.

A driver integration system was developed to allow a character to occupy and drive the vehicle during gameplay. Character animations were created and integrated with the vehicle setup to support the driver's interaction with the car.

A driver integration system was developed to allow a character to occupy and drive the vehicle during gameplay. Character animations were created and integrated with the vehicle setup to support the driver's interaction with the car.

An interactive vehicle configurator was developed in Unreal Engine to showcase the car's available features and customization options.

The configurator allows users to explore the vehicle's different configurations, including opening and closing the soft-top, doors, and windows, as well as switching between different paint colours and custom exterior designs.

An interactive vehicle configurator was developed in Unreal Engine to showcase the car's available features and customization options.

The configurator allows users to explore the vehicle's different configurations, including opening and closing the soft-top, doors, and windows, as well as switching between different paint colours and custom exterior designs.

An interactive vehicle configurator was developed in Unreal Engine to showcase the car's available features and customization options.

The configurator allows users to explore the vehicle's different configurations, including opening and closing the soft-top, doors, and windows, as well as switching between different paint colours and custom exterior designs.

An interactive vehicle configurator was developed in Unreal Engine to showcase the car's available features and customization options.

The configurator allows users to explore the vehicle's different configurations, including opening and closing the soft-top, doors, and windows, as well as switching between different paint colours and custom exterior designs.

The configurator and vehicle presentation were designed to showcase the car across different environments, allowing its materials, colours, mechanical features, and overall appearance to be evaluated under different lighting and surroundings.

The configurator and vehicle presentation were designed to showcase the car across different environments, allowing its materials, colours, mechanical features, and overall appearance to be evaluated under different lighting and surroundings.

The configurator and vehicle presentation were designed to showcase the car across different environments, allowing its materials, colours, mechanical features, and overall appearance to be evaluated under different lighting and surroundings.

The configurator and vehicle presentation were designed to showcase the car across different environments, allowing its materials, colours, mechanical features, and overall appearance to be evaluated under different lighting and surroundings.

The completed vehicle combines the 3D asset, skeletal animations, materials, vehicle Blueprint, driver integration, and configurator into a reusable Unreal Engine package.

The completed vehicle combines the 3D asset, skeletal animations, materials, vehicle Blueprint, driver integration, and configurator into a reusable Unreal Engine package.

The completed vehicle combines the 3D asset, skeletal animations, materials, vehicle Blueprint, driver integration, and configurator into a reusable Unreal Engine package.

The completed vehicle combines the 3D asset, skeletal animations, materials, vehicle Blueprint, driver integration, and configurator into a reusable Unreal Engine package.

The resulting asset is designed for real-time use in games, interactive automotive experiences, and cinematic presentations, with support for customization and gameplay-driven interaction. The asset is also Sequencer compatible and is distributed as a game-ready Unreal Engine vehicle asset.

The resulting asset is designed for real-time use in games, interactive automotive experiences, and cinematic presentations, with support for customization and gameplay-driven interaction. The asset is also Sequencer compatible and is distributed as a game-ready Unreal Engine vehicle asset.

The resulting asset is designed for real-time use in games, interactive automotive experiences, and cinematic presentations, with support for customization and gameplay-driven interaction. The asset is also Sequencer compatible and is distributed as a game-ready Unreal Engine vehicle asset.

The resulting asset is designed for real-time use in games, interactive automotive experiences, and cinematic presentations, with support for customization and gameplay-driven interaction. The asset is also Sequencer compatible and is distributed as a game-ready Unreal Engine vehicle asset.