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FULL TRANSCRIPT
Hi there and I'm happy to see you on
Unreal Engine automotive masterclass
brought to you by post-processed and
double jump academy. In this master
class we will be covering whole process
of preparing car for rigging and
rendering the final cinematics. This is
also a disclaimer for me. Some things
which I'm making may seem to be done
effortless but I'm having a huge
experience of doing this like for
example camera animations and camera
shots. If you are not successful in
creating those shots from the first try,
don't get disappointed and just continue
doing what you're learning because this
one is only comes with experience and
unfortunately you can't speedrun your
life and your experience. I hope you
will enjoy this masterass and I'm
wishing you good luck and success in
automotive industry. Okay, let's start
with the first module uh where we will
be preparing our data and our models to
Unreal Engine. First we will start with
Blender and here we will be importing
the models, splitting it the way it
suits for the rig and so on. Then
exporting the whole model. For the
models I will be using some free models
which I found on Sketch Fab. The link is
in description. I have already
downloaded uh these models here. So the
first one is this Porsche 911
uh by Kevin.
So you will be able to download that.
The second one is another Porsche but
the GT3 version also by the same guy. He
is doing the great models. Those are
probably some game models. They are not
highly detailed in the interiors but
still they're looking good enough for uh
external view because we will be
focusing mostly on the animations and
the interiors. the quality of interior
and how you can show it or present
mostly depends on the quality of the
model. So this is how it looks. This
this one and the second one it's it is
fine like in terms of quality but still
I would probably avoid showing the
interior of this model.
The third one would be the Polestar
one which is looking good. That's also
free model. It is really suiting the
environments which we are going to
create later in this master class which
will be the minimalistic environments
like the pole star does something like
that. So we will deep you know deep dive
into this and uh see how we can we can
create something similar using the
mega scans and the Unreal Engine
modeling tools. So this car is just the
perfect fit for this sort of
environments which we're going to
recreate. So I downloaded all three of
those models and uh we are going to
prepare them first and then input to
Unreal Engine and uh set up the Unreal
Engine project.
So let's start with the first one uh
with the Porsche 911. So we go file
import FBX
and we'll go with a Porsche source and
get the FBX file.
So the thing is that Unreal is actually
using centimeters instead of meters like
Blender. I think centimeters only used
in Maya or maybe also VR but most of the
3D packages are using meters in the
scaling units. So I noticed that if you
set up the scale unit unit scale to
0.01,
it will switch to centimeters. And
before uh in Unreal Engine 5.1, I really
had issues with the scaling when I get
models from Blender and I really needed
to set it up, but something was fixed in
Unreal in uh I think version 5.3 that
you don't need to do that anymore. So
you can keep it at one. And let's have a
look at our model. So I instantly can
see it's like huge. It's enormous. And
there are some problems even with the
display. So first of all, what we need
to do is to scale that down to the
proper value. So if I try to measure for
example the length of the car, it's 4
kilometers in the size which is
uh not the proper size indefinitely. Uh
you should keep all selected and when
you're working in a view port hit S
button on keyboard and type 0.01
and that should be probably much better.
The model is oriented oriented the wrong
way but we'll fix it later. So this is
already better. Let's measure that again
and see if that works. Uh nope. It is
still 10 times bigger. It's like super
huge. So yeah, it's 45 m. Uh so let's
scale it down once more. So press S on
the keyboard and t type 0.1.
Now it should be proper size. Let's see.
The wheelbase is 2.4
m which is which is realistic and is
close to real size of the Porsche 911.
Yeah. 4.6 meters the whole length of the
car. So the thing is how Unreal Engine
works with axis and how the rig is
actually done. The rig done the way that
the car should always
face be facing X forward because the rig
which we'll be going to using in Unreal
Engine is made this way that Z is always
up and X always forward. So let's switch
to front view
and now use rotate or press R and rotate
it on Yaxis
to put it Z up by holding control and
rotating it with your mouse. So right
now it is standing properly on the
ground. Let's see again.
Yes, it's straight forward. All looking
good. Now we need to face it X forward.
So let's switch to top view.
Hold control again and rotate it to X
forward. So here it's X forward and it
should be facing this way.
Uh half of the work is done. But
what we need to check also that we don't
have any wheel camber. So if you select
the wheel and uh let's hide everything
else with the shift H. You should see
that the wheel is
straight. it just like going straight
down and it's not
angled somehow or doesn't have camber
because you have the you will have the
camber in the rig and when you're
getting the data from the modeler or
from your client or from I don't know VR
expert from your colleague if you're
working in the automotive industry they
either should prepare the wheel
that it stays straight or they should
give you the values
for how much camber is that. Usually
it's like one degree or something. So it
is like one degree camber or maybe maybe
even less maybe like 0.8°
but yeah there are there are sometimes
some camber. You need to avoid the
camber. There should be no camber at
all. It always should be standing
straight because you can put the car
put the camera on the car inside Unreal
Engine. So you don't need to u do that
in Blender or something or in the car
model because most of the like VR red or
uh like automotive presentations they
are done with the static cars and with
the static car they want to wheel to be
with the camber. So because it has the
load on the car.
Okay. So here we have everything we need
and now we need to split the model the
way it will work with the rig. So the
rig logics is built like you don't need
any bones. You don't need that at all.
So you don't need to rig the car in uh
blender, prepare the bone bones, assign
weights or assign geometry to the bones.
You just need to export separate parts.
So
first we will take the wheels.
So here we have the front wheel and we
first exporting
the rotating part. The rotating part is
basically like everything here
and uh also the brake disc,
the inside and the tire. Let's try
again. I just picked too much. By
holding shift, you can click all of
those parts. Sometimes there are a lot.
Unfortunately, this model, as you can
see, is not grouped properly. Sometimes
you have the model grouped properly and
you just can select one group of the
wheel and so on. And we will select all
the parts of the wheel. can check if you
selected everything by pressing H on
your keyboard and see if it's like
hiding all the parts which you need.
Here I definitely didn't select all what
I need. Still not there. Also this one.
Okay. Almost there.
Okay. So good. This last part it's the
part of the brake caliper. So we are not
going to take that one. Uh the thing is
like with this which wheel you should
pick
you should always pick the passenger
wheel the right one because for the rig
you don't need all four wheels you just
need two of them because they will be
basically rotated and uh they will be
like mirrored in the rig. So you just
need uh on one side of the car. So
that's the passenger side or driver's
side if you are from UK. So you pick the
right wheel of the car.
Here we have it. It's all selected. All
proper.
Now we need to export that. Click file,
export
FBX.
Here I will create a new folder and
we'll name it Porsche
Unreal Engine.
Open this folder and this is going to be
front wheel.
In terms of settings which you need to
check, you always limit it to selected
objects because we don't want to export
the whole car. We want to split that
car. And this is just the way I used to
it. And I think it's just like better to
do it this way instead of exporting the
whole car mesh and then putting the
whole car mesh inside Unreal Engine and
you won't be able to define which parts
you are just putting in. And sometimes I
prefer to merge them. Sometimes I prefer
to import them not merged and this is
just like faster and better because it
takes much more time to split it in
Unreal Engine and prepare that for the
rig than just export these few things
from Blender. So you limit that to
selected objects. You select mesh and
other by holding shift button. Then in
transform select forward X and Z up.
Then we don't use the bake animation. We
don't have any animation. So don't use
that bake animation. Uncheck this box.
In armature
remove the dick from add leave bones.
And in geometry
smoothing groups, select face and keep
the apply modifiers because sometimes
there are modifiers in the cars and they
are mirroring the geometry and if you
don't apply modifiers they will not be
used and you will have half of your car
disappeared.
So this one is correct and we hit
export.
Okay, we have one wheel already
prepared. So, we can hide it. Now, let's
select everything. What is for the
caliper? With the calipers, it is a
little bit different. If the caliper is
not standing like with a straight angle
or if the caliper has something written
on it,
you can't export only one caliper. you
you would need the caliper from both
sides because it's a little bit
different how it works with a rotation.
If you rotate the wheel on 180°, it will
be like that. But if you rotate the
caliper on 180°, it will not be here. It
will be on the other side. So basically,
it will be there. And we don't want
that. We want it to sit at the same
spot. And also even if you use
multiplication by minus one for example
and it will mirror the geometry
you will not have the proper writing on
the caliper. So the calipers we would
need to export from both sides.
So I will export the caliper right now
with all its parts.
Okay. And now the writing. Okay, good.
And now I will do the same way uh when
you expert in the blender remembers the
settings. So I just need to name it
front
right or just FR which will be front
right caliper.
Okay, export.
Now I will hide it too because I don't
need it anymore. Let's go further and
see what is happening here. Let's export
the rear wheel.
Okay, the same way. Just select
everything. Don't miss any parts.
Be sure that you picked uh
all of the
wheel including the
brake disc and if you hide it. Okay, so
yeah, almost there. Just the writing.
Okay, cool.
Now I picked all the wheel. So I hit
file export again FBX and now I will
have it as
rare wheel.
Export FBX.
Nice. Now I can hide it. And let's get
the caliper.
Taking all of these parts again.
Okay. Let's check. Yep, everything is
selected. File, export, FBX. Now that
would be
rare, right? Caliper.
Export. Done. Now I can hide it. So I
don't need it anymore. I can hide the
entire wheel here.
Okay, cool.
and this one. Okay, great. Now I would
select all parts of left caliper. Okay,
export FBX
front left caliper
export also hide it. Same we are doing
with this
rare wheel. Oh, oops. This one should be
there.
Now is the question if I if I exported
this uh caliper holder. No, I did not.
So, I also hid that which is bad.
So, yeah, I would need to unhide
everything.
and
do that again for the front caliper.
Sometimes that happens. Not a big deal.
Okay.
Okay. Nice. Now it's better.
This is all of the parts. Yes. File
export
front left caliper.
We're going to replace it and hide.
Good.
Now, the rare one.
I'm hiding those parts because uh I will
be selecting everything afterwards and I
would need the body.
Okay.
And the writing here. Cool. File.
Export. FBX and that would be rare left
caliper
export
and now I can hide it. Okay, we are left
with the body but with the body there
also
some limitations which uh we need to
consider. Uh there's some also specific
way to export the
body and uh I prefer to split the glass
of the body because
sometimes in lumen there are problems
with emerged meshes and we would like to
avoid it. I will show you later how that
looks and what happens usually with the
glass if you are not splitting that.
Also I just prefer to you know separate
it. So I'll go with this
this glass the windshield
windows rear glass
and the glass which covers the back here
and I think this is it if I hide it.
Yeah this is fine that yeah that looks
fine. So yeah uh now we will be
exporting the glass separately. file
export FBX and that should be glass.
Now we can hide it. Select everything
else.
File export and that would be our body.
I'll name it 91
body.
Okay, cool. This one is done with the
body of this
uh 911. Now let's try doing the same but
with the
other Porsche. So let's file import that
FBX. I know that other Porsche has a
little bit of difference and there are
some troubles. I wanted to make that on
purpose and pick this car on purpose
because there are few minor issues that
you may encounter and I would just like
you know to show you what you can do in
terms of that because sometimes people
uh who are preparing the models are
merging stuff by materials.
Again, this one doesn't have any groups.
It's just like merged in weird way but
that doesn't matter. Uh you can do that
with any model basically. So here's the
thing.
The tires
are merged by material. You can see
there is just like rear and front tire.
They are the same mesh. And when you
import that into Unreal Engine, you will
have it also the same mesh, which is not
kind of comfortable. Same goes with the
rims. They're just all four rims and
they are here all the same just like
it's it's one mesh but but we need only
one front wheel. In that case I think
like the people who work with Blender
they know what to do. They just like you
press tab on your keyboard and you enter
the edit mode.
In the edit mode you can just select
only
this part. But like if you go into
wireframe
and just do like this and you will have
one rim. So we need to separate that.
This is our one rim which will be for
the front tire. Right?
And we will split that a little bit
later. First of all, let's again
position our car in the proper way. So
that should be facing X forward.
Rotate
and turn that
facing X forward. I'm just releasing the
control button too early. Yeah.
Okay.
Seems good. Maybe let's move it and make
it touch the ground. Now let's check the
sizing that all these
measurements are correct.
Yes, sort of it is right. Okay, good. Um
and also
before inputting don't forget to check
the normal orientation.
So if you go there
and check the face orientation here,
everything is fine. But sometimes you
may have it like different way. So when
it's red because Unreal doesn't
have by default, it doesn't have the
uh double-sided materials. And sometimes
even double-sided materials doesn't
help. It just looks bad and blacked and
really really strange.
Pass tracing doesn't care. It always
renders geometry just like it it is uh
double-sided.
But really don't forget to check the
face orientation because sometimes it
can be red here and if it's face like
not the prop the proper way then you'll
have it's you know completely trans
transparent and unreal and you will not
see you know if there is should be some
net or something it just will not be
present it will be completely
transparent and that may give you some
weird results
and let's go back to
our wheels. So, let's switch to edit
mode. We have our wheel there and you
just like right click, click separate
selection. Now you have separated rim
and if you click on that you have only
one. Now you need to do the same for the
tire mesh. Select the tire mesh. Click
tab.
Switch to wireframe mode.
Go and select only this tire.
And right click, separate
selection.
The next thing is just this small part
which is the brake caliper. And for some
reason the mount also the brakes are
looking terrible.
So we are not going to use them. I think
we will use the one because how the rig
made. You can use any other model uh
brake calipers and just you know get one
from this part and another from that
part. It doesn't matter. So you can you
can mix them whatever you want. So yeah,
we will not be using this break. It just
like looks really really bad. It's
terrible. Okay. Um let's split this one
too.
So again we will be selecting through
the wireframe because when you use the
wireframe mode it selects everything
behind.
Great.
So this one also separate selection
and boom we have one wheel which we can
export. So
let's check it. Yeah, all correct. All
all looks fine.
File export FBX. Now let's create the
new folder
for GT3
a real engine.
And that would be
wheel font.
Okay,
now let's do the same with the rear
wheel. Okay,
here we go. Wireframe mode.
Separate selection.
This one
separate selection.
This one.
This one is already separated. Okay,
cool.
See,
we hide it. Yes, correct.
again.
Wheel rare.
Export.
Okay. Now, let's see.
Yeah, there's some sort of suspension
probably. Yeah, it's merged with some
other different things because we
already have the suspension in the rig.
So, I believe we can just remove this
part or hide it. Let's do it a little
bit later after we hide all the wheels.
So, we don't have the wheels anymore.
Mhm. Okay. Now, we need to
Oh, there is also some sort of
suspension here and there. Nice.
I like when there are so so much details
in the car models.
Mhm. So let's switch to edit mode. And
as it has a lot of stuff, I don't want,
you know, to go through the whole
material list and do this checking out
how much of the materials we have for
each part. Probably this one is one. Uh
anyway, so here what I'm going to do is
just like check there what I can select,
what I should not select.
I think all of those paths may be safely
removed or hidden.
If I hit Ctrl L to select more of this
geo.
Okay, let's select everything.
Okay, wireframe mode. Oh my, that's
that's also taking a hood into
consideration. Okay, no, not a problem.
So I think this is the the worst case
scenario which you can have uh during
the car input or preparation.
Oh my
there's a lot of things which are linked
and which should not be linked to be
honest.
Okay I think we can hide this one.
Okay cool. Looks much better.
this one too. Let's hide it. Oh yeah,
that that actually works.
Okay, you can hide also in the edit
mode. So you don't need to, you know, go
through the whole of bunch of things
and separate it or delete it. So yeah,
you can preserve the the model itself
and not hide anything or delete
anything.
Okay.
Seems pretty fine.
Almost there.
Okay, cool. The front wheel is done.
Good. And don't worry that it's showing
in the edit mode. That's fine. Uh it
will be hidden during the export.
Okay. Let's see what is this. This is a
lot of stickers or something which
are just everywhere. But we don't care.
We can easily hide this.
Nice. This one is hidden
because we don't want to hide all parts.
We're just hiding this ones.
Okay.
Okay. Cool. And now we need to hide the
rear suspension
and rear caliper. My god, they are ugly.
Okay, wireframe.
See what we get.
Yeah, too much.
Ctrl L to expand the selection. Okay,
let's see.
Hide this one.
This one too, I think.
Yep.
Is this also
good? That that works.
And now the last part.
Okay.
Okay, that's it.
That is it.
Now we can
select this and export as the body file.
Export FBX. And that should be our body.
Oh no, wait, I forgot. We need to
uh export the glass separately first.
Okay.
This one, this one,
and the front one. I think there is also
the glass inside. I think it's
two-sided.
Yep. It's two-sided.
Okay.
Yep.
Hide. Oh, there is like three glasses or
what is happening?
Feels like it. There's another layer of
glass. Yes.
Okay,
good. Really, that's that's really good
model.
Despite the calipers are super ugly, but
yeah, that's really good.
Okay,
so we've got the glass. Now we can
export that separately. Expert Apx
gloss.
and hide this one and export the rest.
It's GT3 body.
Yep. Looking cool.
I'll keep it for now
and we can actually jump into Unreal
right now.
As we have already two cars prepared.
Let's do this. So with the project which
you are receiving,
this is the project which is in the
files which you get with the
masterclass.
It contains the rig and one of the
environments.
First time when you open it, you need to
enable few things. Let's close all of
those windows. You will be greeted with
this empty scene with this rig already
sitting in the scene. But before we
start doing anything, we need to enable
few features in a project which are
really needed for our pipeline. So you
go to settings and go to plugins. Here
you need to find modeling tools. You
need to enable both of them. Modeling
tools editor mode. Click yes. And static
mesh edit editor modeling mode. Click
yes. Also, you need to uh ren to add
render passes.
Move your render Q additional render
passes. We would need that later when we
will be rendering the files. Hit yes.
Uh also check that you have progress
media enabled because this one is also
going to be used for movie render queue
to render in progress for uh data
saving. Check that you have movie render
Q
enabled.
So this plug-in should be also enabled.
And before we restart, don't restart
yet. Go to project settings and make
sure that you have
the hardware rate tracing enabled.
Use hardware rate trace rate tracing
when available and support hardware rate
tracing and
also check that you have the path tracer
enabled. Past tracing is enabled.
And the last one is high quality
translucency reflections.
So enable this one too.
And after that you can restart the
project.
Okay. So when you have this prepared
and the project is set, we have all the
plugins which we need for our work. We
can import the models. Let's start with
our Porsche 911, the usual one. So in
the content, hit new folder
and create Porsche
911
the usual version.
Here
you can open the folder this one which
we have created Porsche Unreal Engine
and just drag and drop the body.
We do not want to create materials and
do not want to create instances or
anything else and we don't want to
import textures anyway. It will not find
textures because it's in different
folder.
Uh
in advanced uh settings, make sure that
you have combined meshes. We are not
going to use combined meshes for all of
the parts which were important. But here
this is just necessary because you'll
have only one mesh which is easier to
handle and easier to place in the rig.
So hit import all.
It will be significantly faster than
importing lots of meshes and and also
faster than importing skeletal mesh. And
with skeletal mesh you can sometimes
have some troubles. Unreal doesn't read
it doesn't see the bone. You addit leave
bones or something and just like it's
causing issues. This one is unnecessary
completely. That's that's not a problem.
And there's just like some names of the
materials were not correct or had
duplicates and it was just like renamed.
So don't worry about that. That is all
fine. So here we have our rig and just
drop the body into the scene and check
if it is correct sizing. If it's like
somewhat nearby the size of the rig, it
is correct. And also this is the front
part of the rig where you have the
steering controller. So yeah, this is
the front. And if you drag and drop your
car here and the front is matching, all
is good. You are fine to go. So
let's do other parts.
Let's go with this. Just
calipers, front wheels, rail wheels. All
of that will be
with a combined meshes. Don't forget it
should be there. Combined meshes. import
all. It will import all of the meshes.
And if we pick all of them, we will have
almost a proper car because we only have
the wheels from one side. The next thing
we need to import the glass.
With a glass, there is a different
trick. When you import the glass, you
should not use the combined meshes for
the glass. I will explain later why but
just for now remember so when you're
importing the glass and this is the
reason why I have split the glass from
the body mesh so just be sure that you
do not combine meshes when you're
importing the glass yes you will have
like multiple stuff but to be honest
it's not the problem because splitting
that in Unreal would be a little bit
tougher and uh will take some time But
our mesh is completely fine. So it's all
sits well. Everything is good. We have
for each window we have separate glass.
And there is a reason for that. When we
start shading, you will see what was the
purpose for this trick.
And for this module, it is everything
what I wanted to share. This is the
input. Next, we are going to adjust
model pivots, shade the car, and put it
on the rig. Okay, right now, let's step
into the model number two. It will be a
little bit more complex than the first
one. The data preparation is easy,
especially if you are working already in
Blender and familiar with Unreal a
little bit.
Uh in module two we will be talking
about adjusting model pivots in uh
modeling tools in Unreal Engine
automotive material pack description. We
will create our own material for
blinkers for example. Uh we will get
into some reflection fixes.
We will do some car rig adjustments.
basically rig our car
and we'll have a look at all the
functions that this rigging solution
provides. First we will start with the
adjusting model pivots. The thing is
that the rig works the way that wheel
has its pivot in very center of the
wheel. So if we try to rotate the wheel,
it will be rotating at the center point.
And this is why I said that you don't
want any camber in it. So if you have
any camber and when you try to rotate
the wheel, it will go like this and it
will look really strange and it doesn't
you know work well. So this is why you
should not have any camber on your
wheels when you're preparing the model
before importing into Unreal because in
Unreal changing the pivot of that wheel
will be
just really problematic. So before we
put our car on the rig, we first need to
prepare our wheels, calipers,
and basically this will be it. So for
now, let's delete the body and delete
all other things which I added to the
scene before.
Oops, this one. Yep. So we have two set
of wheels. As I said, we have the front
wheel, rear wheel, and the calipers. The
calipers are made this way on purpose.
Um, so it is really easy to do to change
the pivot in Unreal. Just in selection
mode, go into modeling.
Just remember as we just enabled the
modeling tools plugin,
those two they should be enabled. And if
you don't have them enabled, enable and
restart the engine because otherwise you
will not have this modeling tab here.
Here in form you should go and edit
pivot and just click center and accept.
This is this is this is it. And your
wheel is probably rotating
in the center of its axis and there are
no problems. It is always you know
straight. It it's working fine. No
problem here. Let's reset the rotation.
Now you need to do the same for the rear
wheel. So go here, edit pivot, and hit
center and accept. With a caliper, that
will be a little bit more complex
because the caliper
doesn't have this center, but it should
have the same pivot as the wheel itself.
So let's first
try to do that with a
with a caliper on the rear wheel. So
select the caliper, click edit pivot.
You see it's somewhere over there. What
I usually do, I just select the wheel
and copy and paste these values here for
X, X, Y and Z axis and hit accept. So if
you select both right now holding shift
the wheel and the caliper and rotating
that it will be fine. it will be working
together really really good. So yeah,
that works really well. The same we can
do with this front
uh caliper. Just edit pivot, select the
front wheel, copy and paste those values
and hit accept. So yeah, the caliper now
has the same pivot with the wheel as it
should with the caliper.
So now we need to do the same but with
the
with the wheel
on on the left side with the caliper on
the left side. So, we need first to
rotate this to 180°
and just basically go here,
go to unlit mode by holding here or by
clicking alt three and let's get into
inside and see what we have with in
terms of the caliper
and uh the brake.
disc. So, we can just like go inside and
see if it's matching.
Let's see here.
Yeah, that that is pretty fine. That
that works good. That works good. So, it
will sit properly in the wheel.
Yes. All fine. Now, do the same. Just
select the caliper. Go to modeling tools
form edit pivot and copy and paste
the location
of
all of these
axis into the pivot
of the caliper and hit accept.
So if we select it and we rotate it, it
looks all fine. That works really,
really well. Now, let's go further here
and do the same procedure with the rear
wheel. Again, 180 degrees rotation.
Go here and match the position of the
brake disc
with the
brake caliper.
See if it's fine.
Yeah, looks looks good to me. Looks good
to me.
Now we can do the same for the caliper.
Pick the caliper modeling mode again.
Edit pivot and copy and paste the
values.
Okay, accept.
So yeah, this is it. Uh now you can
actually
delete this from the scene. We don't
need to adjust position of
the body.
So we can just go straight to the rig.
And here's our rig uh pass and jumping
platform.
What we do usually
don't work with this rig. You should
always have something that you can, you
know, go back to. So, basically, click
Ctrl D to duplicate that one and name it
blueprint
rig
911.
Okay. And now let's get into this
blueprint.
When you open viewport, you see that it
is rigged with a model of the wheels.
You can use these wheels if you don't
have the proper ones. This one is
actually really nice high poly uh rims
with this uh tires and with the uh some
sort of brakes. Everything is like high
detailed. It's looking really really
good. You can keep this one if you don't
have the car with good wheel models.
This should be just fine. So usually
what you do, you have the body which you
put in the body. You have the wheels
which you put in the front wheels, rear
wheels, front calipers and so on. That
is like absolutely fine. But sometimes
as I mentioned in the beginning the
caliper may have some writing on it and
it will not work you know properly with
a rotation or multiplication by minus
one. So you would need to attach it
manually and I will show you how to do
that. So first let's put the body mesh.
Let's go to our Porsche 911. Select the
body and just simply use selected asset
and place it like this. You can drag and
drop. It doesn't matter. It can be done
different ways. Just like applying that
or drag and drop it.
Uh now let's add the wheels. Don't worry
about the position. We will fix it uh
just in a second. So, let's go with the
front wheel and apply to front wheel
mesh. See how well it was replaced. Now,
let's go with the rear wheel. Do the
same for the rear wheel mesh. Apply it
here. Looks good. And with the front
caliper, what what should be done? So,
if you take the front caliper and apply
it, bam, it works. It sits just there.
and there but the thing is that the
writing of the Porsche will be written
like other way around. So if I go to the
mesh and apply to the Porsche writing
some uh emissive material for example.
So we will see. So let's go for the lamp
or something.
Okay. Now see it is just
not written in the proper way.
And if you try to mirror that somehow
for example by minus one that that will
not give you like the proper result it
just it just doesn't work properly and
this is the problem of uh the wheels
which have some writing here. But we are
going to fix that. Don't worry in that
case if that happens. So to maintain the
proper writing on the mesh of the
caliper, you can go back to the rig
structure. You can reset this one, clear
the calipers.
And
here where you see calipers and those
are those components, you can select the
front right caliper.
Go to the mesh, select front right
caliper and drag and drop it here on the
front right.
Okay, good. Now let's go to the front
left.
We have also front left caliper here. So
what we do, we do the same thing. We put
it on the front left. And when you when
you add it, it it will be rotated not
the proper way because because the wheel
itself is just like rotated 180 degrees
to you know maintain the position of the
wheel and the writings which are
happening here. Um what you need to do
is to select this caliper and multiply
it by minus one on y axis and you have
the proper position. Let's also apply
some material on this one on the correct
one here on the left. Uh here we go.
Just to see see so this one now is
properly aligned. You can read the
writing on here. It is placed properly
and sits how it should be just the same
as the one on the front. Now we need to
do the same for the rear one. So pick
the rare uh right caliper first the
component here in the rig and go to the
meshes of the Porsche and select the
rear right caliper. Drag and drop and
put it here. Remember you need to keep
this one selected first otherwise it
will not be attaching properly and uh it
will drop somewhere below here or you'll
be just looking for it uh a lot of time
before you can drag and and connect it
to the component. Now let's go to the
caliper rear left.
Pick the rear left caliper. Assign it.
Now select the mesh which you just
brought here and multiplied by minus
one. All done, all working and all is
good. Uh remember this only happens if
you have the calipers with some writings
on it. If you don't have any writings,
it's just the caliper for the regular
car.
It's not a problem. It it will never
happen in that case. But I wanted to
pick the case which is just a little bit
more complex to show you what can happen
and what you might face and how to fix
it. So this is the easiest way how to
fix it. If you have the calipers with
writings also
you can separate the writings and then
just put the writings on top as the
separate geometry. But yeah doesn't
matter how you do that. But this is
really the quickest way. Now we need to
adjust the car body height and uh body
position. So let's see from the right
side. Let's select the right side and
just let's put the car. Let's go back to
the blueprint
at the very top of uh our structure and
adjust the body height. So because the
pivot of the body is somewhere in the
bottom, it sits higher than it should.
The pivot should be in the center. But
to be honest, I don't care about that. I
don't want to change the pivots because
we also have the glass which has the
separate pivots. Sometimes you can
separate this border which will also
have the separate pivot. So yeah, it's
just gives extra complexity if you're
changing the pivots for multiple
objects. It's just much much easier to
use the body height parameter.
So let's just go and put minus 30 cm
and adjust the position of the wheel. So
front axle offset it is deter it it
determines how far the axle offset
goes to the front. So if we lower this
value it will go to the center. I think
122 is fine value and for the back wheel
122 is also the fine value. Yeah, seems
so. Now what you can notice in
perspective that see is just two outside
it's not also the problem. Front axle
offset.
Now we need to pick the front wheel side
offset which should be something
probably 80.
Yeah, looks fine. And the rare one.
Let's try also 80.
Maybe even 79.
So, yeah, that that looks good. I think
that looks fine for me. It's pretty much
enough.
Uh, as you noticed, that suspension is
just like a little bit off, I would say,
but that's not a problem. If you scroll
very very to the very very bottom
there is the suspension setup which
allows you to move and do the
corrections. The thing is as the body
was a little bit higher by default not
in the center of the pivot and we needed
to you know lower that car the
suspension also went down but we can
return the suspension to the proper
uh correction. So this is the height
offset. So if we go and set up something
like 50, that should be the proper
value. Now we have the suspension
sitting in the proper position and the
knob of the mount is actually holding
the wheel where it should. So the same
uh we should do for rear suspension
height offset by setting to 50.
If you have any troubles and uh or your
model has some naked parts and you don't
want the suspension to be seen, just can
hide it and it will not be displayed at
all. So yeah,
now
the car rig setup is finished and we
need to add the glass.
So
we pick all of the parts of the glass
and
select body. As I say, always select the
component first. Select body and drag
and drop it here.
And because the pivot is the same for
each part of the glass for the car, it
will be correctly placed and you don't
need to worry about that. And it will
work with suspension and with all other
parts and with everything else. So just
to be sure it should be attached to the
body here.
So it works really nice and well.
After that you can hit compile and save.
And now let's shade our car because we
really need to see the rig in its old
beauty after we shade the car. So for
most of the time I'm using the Unreal
Engine automotive materials
and it is free pack. It works really
well. Sometimes I modify this materials.
They are really good to use. So there is
nothing better. I think they will update
substrate and when the substrate
materials is out of the beta stage
because right now it's currently
unstable and I had a lot of issues with
it and when it is out of the beta phase
and probably it will be updated when the
5.4 will be released out of the beta
phase they will update this automotive
material pack and this master class will
be updated to with the substrate
materials but currently usage of the
substrate materials not stable. We will
be fine just with the automotive
material pack. First you need to edit
the project
and
Unreal Engine first will tell you that
you don't have any compatible projects
because it was updated only for 5.1
but we don't have to worry about that.
So you click show all projects and it
will show you your project which is 5.3
or higher. But the asset pack is not
compatible with version 5.3. But the
thing is there were no adjustments to
the materials from 5.1 to four to 5.3.
So you can easily just pick the version
5.1 and hit add to project and hit yes
and that will work. It just like it will
download and will add to your project.
So there there is no problem with that.
It just works as easy as that.
So automotive material pack is just
enough for shading most of the cars and
I never had problem you know shading.
There are few material slots in the mesh
which are actually like we will be using
from the textures or we create our old
materials that doesn't matter. It's not
a big of deal but because this
automotive material pack has just enough
of the materials. So if you go here in
your content browser, you can find all
these materials here. So there's just
like exterior, there are car paint,
caliper paint. There are a lot of things
which you can use and that is basically
enough. So let's shade our car first
with the materials from an automotive
material pack and then we will import
the textures which came with the model
and we'll create our own materials to
cover the rest of the car with this
details. So first of all let's keep
first two. This is just the materials
which are coming with the textures. So
the first one is body which is basically
the car paint. So, let's pick the car. I
would like to use the charcoal. You can
do whatever you want, whatever you like
the most. I just think this one looks
really good because it has flakes. It
has some details, orange peel, and all
of these features that act the actual
car paint has. You can see there. So,
there's some flakes, dust, and all of
that. It is like very detailed material.
Interior carbon. So that's the carbon
fiber. To quickly search for materials,
you just click here on automotive
material pack and go for carbone
and yeah, we need this carbon fiber.
Apply this one to the interior.
So there is some interior color that is
probably the texture which is coming
with the model. We will check it out.
Otherwise, we can I think this one all
of that can be covered with the black
leather and it will be looking really
really really really good.
The black mat is basically plastic.
That's that's the basic plastic and I
think that is glossy or satin. So, let's
go with a satin plastic
and apply it here by clicking on that
button. I just prefer, you know,
clicking on this button because it's
it's just so much easier than, you know,
just dragging here each time. That is
like problematic. Interior black. That
should be plastic too. I guess this one
should be also plastic satin because I
don't believe there is some glossy
plastic should be involved in this part.
So yeah, this is plastic satin. Looks
pretty much fine.
Interior red
that is actually can be used with this
with a also red plastic or like yes
plastic smooth red. I think that should
be working fine here too if we use this
one. Yep, pretty much good. I think
looks really really good.
We are not focusing too much on the
interior but yeah interior silver. I
think this will be good with a chrome.
This one. The second one.
Yep. Good. Good.
Interior color too. That probably also
should be black leather. Let's Let's use
the black leather. I think that would be
just really good. Leather. Black. And
apply there.
Okay, good.
See, so it looks really, really nice
with the leather and it is so detailed.
I really love this material pack. It's
really good and can be used for such
cases.
Chrome,
those are chrome paths.
Let's apply here again. So what I
usually do, I just click here to get the
material shown and then I just apply it
here because before I had leather
material selected but I needed to select
the one which I would use black again.
So I think this one will be really good
with this rubber.
And if we check we have
rubber smooth.
I think we we don't need this capsule or
something. That should be shiny or
smooth. I think the shiny will do. Let's
see how it looks like.
Not quite sure.
[Music]
Well, I guess this is fine for now.
We'll see. Maybe we will change it if it
is getting too much attention through
the glass later on.
Okay, interior bump. Those are
some buttons. We will have a look at
that later. Uh we will compare this
model. I think this one can be home
easily. Those are just like the buttons.
So this one can be just home here. Yep,
I think that should work.
Black shiny. Okay. So, this one
definitely should be
plastic
glossy
cuz that those are insides of the lamp.
That should be like really really glossy
and
reflective here. Lights.
It's lights gloss. Okay, that that is
fine. Let's see
what we can do with that. If we apply
lamp white. I think that should be the
proper one.
Yes. Looks really nice.
Glass.
Good. Let's go for the glass.
This one should be gloss clear because
we should see through that one.
Okay. Looks looks really good. Looks
really good.
White. It is okay. That is white paint.
I think this is just the writings in the
in the interior of this
headlamp. So, let's go with this silver
plastic because it is really wide.
Nice
interior stripes.
That should be some
dynamics or something like that. We will
look at that a little bit further. We
will compare this model from the shading
which we had uh on the website on the
sketch fab where we have it. This is
gold. Thankfully, we have gold here.
Let's go with this metal called dirty
and see how it looks like here. I think
it just looks phenomenal. It's all cool.
Yeah, really, really nice. Amazing. And
those will be red interior glossy part.
That's plastic glossy. Probably that
should be the one.
Okay. The carbon fiber also looks really
good. So, it's all fine. Nice
grid.
[Music]
Yes, if we compare that to our model
here,
there is some grid and the texture is
here. But I really don't like that too
much. So, what I'm thinking about is
that for this one, I'm going to use the
plastic holes. There is a plastic with a
holes material, but I will duplicate
that and name it silver color.
And this one has already holes, but I
will change the tint to something more
silver-like.
And set it as metallic. So, it will have
this metallic
bump.
Save it and use this material instead
and see how that looks like. I think
that should look fine.
Yeah. And even it can be it even can be
a little bit a little bit brighter, I
think, because this one is like totally
white.
So, let's see if we change it to even
brighter.
Oh, yeah. That's nice. That's nice. I
like it much more than this grid. It
just feels more natural. I know that
probably I'm not right here, but anyway,
it will be barely noticeable, but I
really like how it went out and how it
looks.
Rome. So, that's probably for the turn
signals. No problem. Let's assign here
again.
Okay.
And this one is
just a blackout
or basically
Oh yeah, that's even better. That's that
contains even the ceiling. Okay, so that
one should be
some of the textile. I think
striped setting me. Wow. And I think
plain black should work.
Oh yeah, here it is. Yes, it looks nice
like black ceiling in the car looks
expensive
lights. So those uh back lights. So that
should be red
lamp because LED doesn't look doesn't
have the feeling of gradient. So this
one would be much much better.
Our glass. So this one is the glass on
the brakes and the reflectors. So this
one should be red tint
material
because behind of that there is a
reflector which is the geometry which is
really really nice.
This one is the brake.
So D red it's the brake. It's a breaker
because because this one is the day
running lights. It's a DRL and this one
is the brake. So I had a look at this
one. So
yeah. So this is DRL for now. Let's keep
it chrome because it should be only
working uh on the animation because we
will do the animation
uh thing for that one. So it will be
clickable that will be a parameter which
you can use in the rig and which you can
animate in the sequencer later. So for
now let's keep it home and I will show
you like what we can do there. So
interior blue that's
it's actually interesting because that
should be the
safe belt but seat belt but for some
reason it's blue. I will not be touching
it right now. logo. We have the logo
texture. Silver
obviously, but we will not see it
because it only for the door opening
will not be touching that red. That
probably should be here.
For the red here, um I will use just red
paint. I think that red car paint will
be really nice there.
Mhm.
Lights.
So this is the day running lights also.
I'm not sure if I should turn them on
right now. We will also do that
separately as the day running lights. So
let's put it right now on the
just chrome. So, it's turned off, but we
will turn it on later. Okay. And this is
silver. This is the radiators. Okay.
Let's make them silver. So, there there
is actually uh metal silver.
Mi metal silver here.
Put it there.
Yep. And this is our car. Let's change
the car to car paint to white. So we
will have a little bit more of
difference because we don't see those
black parts which are black plastic.
And yeah, right now we can see much much
better what we have here.
It's looking great already. Let's jump
into our Porsche folder. Create the new
folder and name it textures.
and get our textures from
the Porsche textures and just grab all
of them and drag them here.
Okay, so that our decals. So the decals
is the first part. Let's examine this a
little bit more.
Okay. So that should probably have also
emissive map. That's not a problem.
So
to create material out of the texture
which is provided, it's pretty easy. You
right click on this material and then
you go to create material and it will
use it as the diffuse map or base color.
So basically is any PBR material
here we need to add some emissive color
because it doesn't look really you know
glowy. So we can use this one RGB and
connect it to emissive color. It's
already looking better but I think that
should be also reflective and rough
because it's plastic or screen or
something like that. It should be always
you know glossy. So by holding one on
your keyboard number one click here
and add this value to roughness. So it
will be just super glossy
and all of that should be glowing.
Hit save. I think this is just enough to
have it. We will see. I'm not sure if it
has the alpha channel, but let's try to
also add the alpha channel. So before
that, we need to select it to blend mode
to masked. So we will have opacity mask
and drag the alpha channel into opacity
mask. Yeah, it doesn't have the alpha
channel. So
that should be applied as it is. Let's
get this material which we just created
and apply to interior decals. Let's see
how it looks like.
Well, I think it looks good. Pretty
pretty fine, right? So,
looks really really
on spot, I think. So, yeah, it is it is
kind of good.
No problem there at all. Looks looks
perfect. Now
we can create the same for the logo.
Create material. Logo. Material. I think
this that should be also metallic. So
again by holding one. Add the keyboard.
Click here. Connect it to metallic. Put
one here.
And roughness should be something also
the same but
55 approximately. No, I think even a
little bit less.
Let's try 0.2. I think this will work.
Okay.
Um, let's see how it works.
So, there was somewhere in the very
bottom, I think. Yeah, logo. Yeah, here
it is. Let's apply that one. It's really
good that the logo on the outside is I
think yeah, it's fine. It's really good
that the logo outside is actually 3D and
looking really good. So, yeah. Again,
this car is not prepared for displaying
the interiors of the car.
Also, we have the brake caliper, the
tire, and the plate. So, okay, let's
create the plate. Create plate material.
Here we go. And again that should be
metallic.
I just think so.
That looks good. Uh we can take some
roughness maps from some materials from
from the pack. So let's see metal for
example aluminium. There is like
scratches. This is the roughness map
which you can use. Just go there.
Navigate to asset by clicking this
button with a magnifying glass. Go to
this material and drag and drop this
scratches here and apply this into
roughness.
That will be
like this will be looking like that. If
you think this one is too much, you
always can adjust this roughness map by
doing so.
drag the pin and hold and click L on the
keyboard and you will have lur node.
What it does it allows you to use this
mask as alpha and blend between two
values zero and one. So if you connect
it like this, you'll have the same
result. But you can lower this value to
0.5 for example. Or other way around.
Put one here and instead of zero, put
here 1.3.
And now it looks better. Save that.
And in the body again, let's apply our
new material which we created here in
textures, the plate mat to the plate.
And here it is. And it's looking really
really good with this small details of
the scratches of the aluminum because it
gives some sort of realism. So you can
get a little bit more of details there.
Okay, let's go to the materials which we
haven't done signed yet. So, silver.
This one we can't see because it only is
visible when the car has opened doors.
We are not going to open the doors of
the car. So, we may forget about that
interior blue. That is the seat belts.
Like really I don't like that so much
that it uses the same material for
tur blue but doesn't matter. We can look
for some blue
uh leather. There's some leather but
maybe we should
look for the seat belt
and we can always adjust the seat belt
color so it will match and that will be
fine. But yeah, looks good. Again,
interior is not the best part of this
car. Just like let's add some tint and
make it blue.
Just like that.
Okay, this is fineish. I'm not the fan
of that, but when you have the car with
a proper material assignment inside, you
won't have this problems.
Again, let's continue. Silver. We don't
see that. interior stripes. So, I think
here should be the dynamic or like music
system. So, let's go with the holes and
apply this one with the plastic with the
holes and see how it looks like.
Yep. Yep. Pretty good. Pretty good
actually.
Interior color one. I think that should
be leather.
black not perforated.
The perforated I think for this amount
of
of material will not work really well.
So yeah, so this one is
really nice.
And interior speakers. Do we have the
speakers texture?
[Music]
Nope, we don't. So, we again use the
plastic with holes.
Here we go.
That would work really nice for the
speakers. Really nice.
So, yeah, this is it.
The body is shaded. Let's switch to the
color purse and the wheels. That would
be much faster and much easier. So,
let's start with a front caliper.
There just four materials that should be
white. Easy as that. Let's
get their car paint white.
Nice. Um, black material.
For that, I'm using anodized metal
because it's black. It doesn't have any
like reflection. It is really close to
the material of the brake pads. So, that
kind of looks real. Then we go with this
silver parts. Yes, not a problem. Let's
use the metal silver.
And for this one, black shiny. It's like
caliper
black. I think gray will be looking
better, but we can we can put even red.
We don't care. We can do whatever we
want here. So,
next one is
other caliper. We should do the same for
the rest of them.
And the last part is glass. It's pretty
simple. They have all the same material.
So, we just need to open every
single one of them.
And in automotive materials, look for
glass
clear. And we will apply the clear glass
for all the lights. So this is for the
rear lights. This is for the front
lights. This is also for uh rear side uh
like indicators.
Now we are going with the glass tinted.
We applied here on all of this other
sides. Apply. And on the front glass
too. So yeah, it doesn't matter. Let's
save all. And
last part,
the wheel.
It's a little bit more of the things to
do, but we'll manage. So, this one is
silver. I doubt that because I don't
think so that can be silver. Let's go
with a metal. Probably
metal. Steel would be
steel. Sand blast. Something moral for
that case. brakes. Let's go for the
rotor.
And here we have the brake rotor iron.
But I think we have here the carbon
caramic with this all small cracks and
stuff. So let's use the carbon curamic
and apply it here. See here we are just
lucky. It immediately applied. But
sometimes
if it doesn't work, you can open this
material and disable or enable use
objects. So right now we disabled use
objectives and see it's like it's huge.
Uh the cracks are just off. They should
not be such you know big size. So we can
either tile the cracks. So here's like
the cracks intensity and crack scale. So
we can try to, you know, change the
scale a little bit, making it smaller.
That looks a bit better. So yeah, I
think I will leave it like that. That
looks better. But I don't like that it
is stretched. So and there is no tiling,
I guess, for the cracks. Yeah, there is
no tiling. So let's keep use object UVs.
And yeah, that looks much better in my
opinion. Just let's scale the cracks
back to 10 value.
Yep. Yeah. That that is I like the most.
Right. That's the the best option we
have.
Okay. This one is
white again. Car paint white. Here we
go.
This black material.
I think that should be metal. Painted
painted metal. That looks pretty dark
and fine.
Black shiny
metal painted.
I don't like it too much, but we'll fix
it. This one should be silver.
Metal silver. Here we go. Just like
silver frame here. and tire mat which is
here. We need the texture and create
material. This is tire mat. Let's let's
again steal the roughness map from the
automotive material pack. So if we go to
here and look for rubber, we can have
some rubber roughness maps. I think this
one will be okay. And let's apply that
one to this one. No,
there's another one.
Roughness. Yeah, this one is looking
better already, I guess.
Okay.
Unfortunately, this
car doesn't have the texture for
uh for normal map. So unfortunately
we've got to
we got to do what we got to do. So
currently it's what we have
and what we can have for this particular
situation. But anyway during the moving
when the car is moving we won't see this
happening anyway. But yeah, it it would
be really nice to have them normal
texture for this car. But unfortunately,
this is the free model and not all the
textures are present and at least this
one is fine to have.
I'm actually curious because I have
other model which is like polestar and
there is a texture for the
burlli. Is it the same UV?
No, it's it is not.
It's not. Yeah, unfortunately
because this one is completely different
texture. Yeah, it works different way.
It's really strange. It feels like it
has the
uh the normal map like or the light just
burned in. But yeah, whatever.
Unfortunately,
uh we can try to do that with Photoshop,
but really it's not the purpose of this
master class.
Okay. So, uh I really don't like that
this wheel is black. So, I think I'll go
to automotive materials and look at the
car paint black. Duplicate that and name
it uh gunmetal. So, I would like to have
the gunmetal color for
for the wheels. So, it should be a
little bit more grayish.
I think that that should look much much
better.
Let's see. Oh, yes. Yes. Much better.
Let's see if I can put it here, too. I
think I think that works. That really
works. Okay, so that was our front
wheel. And now we have the last one is
our rear wheel.
Okay, let's just copy the materials.
Okay.
Okay. That looks that looks fantastic, I
think. Okay. Now, let's delete this from
the scene. Don't need this anymore. We
have all prepared.
Let's move our rig and let's
take our rig into the scene.
And this is how it looks like. It's all
prepared, all working. I think we just
need to adjust the height of the body
because it's too up and it should be
much much lower. So, let's try to do
that.
Let's go back to the rig and set it to
minus 34.
Yes. So this is it.
I think that looks pretty much fantastic
especially like even in lumen. So it's
all really really great. Okay. Now we
need to find out why I told you not to
import
the glass
as the combined mesh.
So here I will demonstrate you what
happens with the lumen. So there is a
thing that when you have uh fog or
something like that in the scene and
when you have the glass in between the
lumen just behaves strangely. It cannot
calculate the multiple translucent
objects and you will have a small issue
with that and this is why I prefer to
split the glass. So you will avoid those
issues if you have the glass split from
the model and having separate meshes for
the glass. Now let's continue fixing
reflections and glass issues. So if you
see the glass reflections, not sure if
it's possible to see. Yeah, here for
example on the left side here you can
see that the reflection is like choppy.
It's like squareish. It has some issues.
So to avoid that, we need to open every
glass asset and look for settings which
is called high precision dungeon bases.
So you need to apply that to all glass
models. Unfortunately
unfortunately it's not possible to do
in a batch edit. You can only enable
that when you are importing with the
datas smmith. But the datas smmith is
imported through the Mayer or uh other
applications. So you would need to do
that manually unfortunately. That's not
a big deal. But yeah, that is why I
prefer merging for example the border
mesh because otherwise it is just like
really time consuming to fix this. So
you see the reflection is wobbly or
something. You need to enable that
checkbox for use high precision tangent
basis and hit apply changes. And after
that the reflections are much smoother
and that will be especially
visible in uh past tracing. So okay
apply changes. It's getting better.
Apply here.
And also do that for the body because
the
car paint is also
affected by this setting.
And you will get much smoother and
softer reflections
which will not be like you know looking
like a letter or some sort that will be
smooth and good.
So okay
we need to save everything when we
closing this window. And right now it is
looking
better as we have steering wheel also in
our rig function prepared. We need to
split that one. I forgot to split one in
Blender. So we can do that again in
Unreal Engine by using the modeling
tools. So let's drop our body mesh and
split it. I think that would be faster
to do in Blender. But in order to avoid
jumping there and back and shading the
car again, it can be done here like
within 5 to 10 minutes depending on the
geometry. Sometimes it can be hard to
do. So let's have a look. Go in mesh and
three select.
Now we need to select all of the parts
of steering wheel. So sometimes it's
really complex and there's a lot of geo
which is like inside which we don't see
and we need to select that. So here we
need just to be very
attentive paying a lot of attention to
what we select. So even though right now
it seems like I have selected almost
everything probably it's not like that.
So uh we can switch through the modes by
pressing on A or
and see different modes. So you can see
better what we have selected
by pressing just A.
it will be showing you the different
view modes so you can easier
see what is available here and what
you're selecting. So currently I think
it's just like I have selected just
enough and I would like to go with the
volutric brush and peak what is inside
because if we go to wireframe mode
you'll see that there is something
inside and still blue and not selected.
So for that reason we really need to
jump with a voluometric brush. Let me
pick other parts selected by the
material which is connected.
Fortunately there is no such function as
Ctrl L in Blender when you can just
select all the links all the linked
triangles or faces or points. So yeah,
you really need to go and check what
you're selecting here.
It is a little bit frustrating, but
that's really sometimes just helping you
not to jump into
3D software which you're using for model
preparation.
All of that is just for you to know and
get familiar with the
3D tools that are in Unreal. Okay. So,
let's now try voluometric brush
and just brush it. Make it small and
brush it over. Let's make it even
smaller and brush it over. So we will
get something which is located inside
our
steering wheel and we will be able to
remove then if we select something what
we don't want or we don't need we will
be able to remove that from the
selection anyway.
Just making sure that we have everything
here is selected.
All of those small bolts
which we have inside
because it's it's really not like in
Blender or any other 3D software when
you can click on something what is
inside. Fortunately, these brushes which
are in Unreal, they don't allow to do
that. They always, you know, stick to
the gel
and collide with it.
Just working really carefully here so I
don't touch anything what we should not
be touching.
Okay, let's see with the wireframe
again. If we selected something outside
of this selection.
Oh yeah, there there is still something
inside which is
not selected. This steering wheeltric
brush sometimes just really helps to
paint the geometry inside.
Okay,
selected something different that that's
not a problem. You can click by material
the brush and uh go to this point and by
holding shift deselect this part which
we don't need.
Okay, I have high hopes for that. I
think we did really well here. So we can
separate this right now by clicking on
separate button
and we will see that the model will pop
up and will appear here the new sub
mesh. Let's move it high and see we have
any triangles missing or hanging in the
air. No, this is the perfect separation.
Yes, it is. It is perfect.
Okay. So, we can hit accept right now
and we will have now separate steering
wheel
from the body. The next step is to
adjust the pivot because when we
separated this mesh, the pivot is in the
center of the like car origin. But we
don't want that. We need to adjust that
to a proper position. So let's go to
modeling tools
again and go to the form edit pivot and
hit center
and click accept. Let's see what we'll
get there. See the steering wheel is
still like rotated. It should be
standing straight. So let's go into the
right view and see if it is aligned
properly. It should be just very very
like straight.
Let's unlock this one and go to edit
pivot.
Pass it center rotation zero.
Accept. And first let's just move the
steering wheel so it is like standing
really really straight. Edit pivot. Set
any rotation to zero. Hit accept. And
let's go to lit mode into perspective.
So it looks fine right now. And now we
need to add it to our
car rig. So let's delete it from here.
Let's navigate to the body mesh of the
steering wheel and uh edit the blueprint
in viewport. Under body, you can find
the steering wheel component.
So
we need to take this mesh and put it
into
this component. Sometimes you will have
it in different place because always
like this model is not aligned anywhere.
It has some rotation degree. So
you need to align it. Let's switch to
visibility collision so we can see
everything better. And you need to align
that and pick the proper angle. The
thing is the function works this way
that it it always rotates uh the
steering wheel by X uh coordinate
rotation and you need just to place it
properly and see if the angle is like
matching here with the mount place. So
let's try minus 14°.
Place it
as best as you can.
Switch to lit mode again. Compile. Save.
And let's see how that works. So if we
pick the controller here and go inside
and try to turn the wheels, that will be
working. Maybe some little pivot
adjustment is needed because it's going
like two on the side. But but the
steering wheel is never like it is never
completely round. It is different shape.
So I think it's just too high. The pivot
is too high. I think we can lower that.
So it will be rotating a little bit
lower where the mount is actually is
because the rotating part is this center
circle.
So let's go back to our static mesh. Go
to modeling tools by clicking shift F5
and let's go to pack perspective and
look at this point. Yes. So we need to
find because the geometry the steering
wheel is not completely round and we
need to find our center by ourselves. So
that should be somewhere over there. You
can just like match it by your eye
something like here in the center of the
pot logo because this one should be
rotating.
Hit accept and that will immediately be
applied to the rig because it changed
the static mesh uh position.
And in that case, we need to put it a
little bit lower in the rig because
the static mesh just get different uh
pivot. Let's compile, save it, and let's
see how it works again with the
controller.
Yeah, it's much better. Remember the
steering wheel is never like completely
circle or it doesn't have the actually
the center
uh the part which is rotating is
different from this distance. It's made
for a purpose. I'm not actually well
known with the regulations. Why is that
made on purpose? But this is how it
works. And now we have everything
functioning. And the wheels are turning
together with the wheel with the
steering wheel
and we can use that
before we jump into the settings of the
rig and suspension and all of those
functions. We would need to prepare the
function for brake lights and uh I think
also we will include blinkers for that
one because we really need to prepare
the car for complete
animation
process.
So let's start with the braking lights
because that would be the easiest part
to do.
First we need to get into the blueprint
and also open the body mesh. So we need
the material parameter uh the material
ID.
As you remember I mentioned before that
here we have the
uh I think not the lights the red this
one it's the brake light basically it is
covered under the red glass but we need
to make this emissive. So,
but this emissiveness should only be
enabled by your desire
and we need to create the parameters. We
need to create the function and
make it work. First of all, we need to
create the function which is brake
light. Let's name it break light.
And here it is like really simple
approach to do that. So we pick the body
and now we need to find the material
number which is element number 25.
Here we go. And check set material.
Here we need to create a branch
basically condition on which this
material will be will be applied.
By default when it is false we will have
MI chrome
chrome material. So MIL
chrome 02
that is when the brake is turned off.
When the brake is turned on, we will use
the material
lamp red.
And again, the target should be our
body. Unfortunately,
there is no way to
use the same material slot. Well, you
you can, but you need to redo that in
Blender or um in Unreal for each car
which you're using. But unfortunately
for this one, you would need always, you
know, check the material number or
material name and material name also can
be different each time. But yeah,
it's the easiest way currently. So,
element number 25, element index 25, 25.
And we need to create the boolean which
will be a variable for turning the
brakes on and off. So let's go to car
setup and create the new variable and
name it break.
Put it in car setup.
Put it here.
Get break because we need to get this
condition and put it into the condition
of the branch in the break.
Check the boxes exposed to cinematics
and instance is editable. So we will be
able with the exposed to cinematics we
will be able to control this parameter
in the sequencer during our animation
stage.
Editable instance makes it work just
like in the editor. So you can switch on
and switch off this parameter.
So the default value we first compile
and the default value is off. But this
is not all. We have created the logics
for enabling the brake light. Now we
need to add it to construction script.
So if you go to construction script,
there's like bunch of things which are
happening all the time and we just need
to set it up here. look for our function
brake light
and connect it to the whole blueprint.
So hit compile, save and also don't
forget to add this brake light function
into event graph because the
construction script only shows you what
is happening inside the editor and we
need that also to work in the sequencer
with the cinematics. So go to event
graph and add the brake light here to
connect it. Compile and save. And let's
have a look. So let's go back there.
And it was in the car setup in the very
first one. Here is our variable brake.
And if we turn it on or off, we are able
to show that the car is breaking, right?
But I saw the pictures of Porsche
breaking. And this part is also should
be glowing, but it isn't. So, we need to
reassign the materials. Don't worry, we
don't need to jump into Blender yet or
probably never. We can redo that right
in the Unreal Engine.
So how we do that?
Drop the body into the scene.
The thing is like with this modeling
mode which we have enabled with our
tools, we can change also the materials
in and reassign them. So we need to find
out what is the material there. There is
some issue that it's covered by the
glass but it is not a problem. It's some
part of raw material. So we will be
okay.
Right now, let's go into attributes and
look for edit materials.
Let Unreal load the model because it
will draw right now the wireframe. We
don't need the wireframe. It's just like
I find it really really, you know, thick
and just distracts you. So disable the
visible and it will disappear. So in
order to get inside we won't be able to
do that because like see it's just like
selecting
the glass. But the thing is that you
can't you know pick what's inside,
right? So that's the problem of the
Unreal because in Blender for example
you can easily go inside and pick
whatever you want. But here it just
doesn't work this way. I think that the
material is chrome. So I can go into
brush type selection by material all and
basically click in this one and it will
select everything which is covered with
current material slot. It doesn't matter
that it is uh material because we can
have the same material like chrome here
on the front or somewhere else but it
will select the current material slot.
What we're going to do now uh we will
deselect the part which we don't need.
So this is the I believe this is the
turn signal
and we will assign the separate material
for that one. But first let's try to
disconnect this one. Let's select the
brush type selection mode to material
connected and by holding shift click
here. Okay. So you can see that those
parts are not connected and it will take
you a lot of time you know to get rid of
that. There is easier way to deselect
some parts like that. Let's select
voluometric brush and change the brush
size to very very small. So it will also
select what is inside and behind. So
let's make it really really small. And
by holding shift, just paint over this
part which you don't want to be changed
with the material.
Just as easy as that. And you have it
clean. And we have selected what we want
here. Now let's switch to other side
because it's the same here. And we need
to clean it up by holding shift. Just
draw that material and deselect it.
Now we need to assign the same material
which we have here right. So it will
also be affected by our switch which we
have created just a few minutes ago.
To do that you need to go to the
material array look for material that
was material number 25. I remember that
correctly. And now you need to select
active material. So we go and pick the
material number 25. Right?
And after that do this selection. Let's
let's see in wireframe that we don't
have anything else selected.
No everything is fine here. All good.
Aha. There is something. See there is a
small dot. Yep. It's all good. We don't
have anything else selected here. All
looks pretty fine. Oh yeah, there is a
small spot. Yes,
which I missed. All is fine. Right now
we have proper selection. We have active
material selected. It's number 25 which
we want. And now we click assign active
material.
Done. And hit accept.
Wait and re wait for Unreal to prepare
the model.
And after that our function will be
working with these parts too.
Let's go and check it out.
So if I select the blueprint rig again
and click on the brake.
See
now it's working properly
how it should be. So this is the brake
part and this one is day running light.
So it is working as intended.
Now let's check out what we can do with
this
side here. Do we have here the turn
signals on the left? No. So now let's
work with the
day running lights.
The process is pretty much the same. So
if you go to the rig
you can create new function which is day
running lights.
Okay DRL
can go to the brake light just copies
this thing. Go back to DRL
connect it.
Okay, now we need to check out which are
okay. This is rare lights. This number
23
and the front lights uh something like
lights or something like that. Or maybe
this one we can also use.
Okay.
Not sure probably this one I will be
using also for turn signals.
Let's go with this one with this four
which are light glass. Here it is. It's
number 14 and number 23. So here we just
type 23 23. In the true we like we got
to use lamp white.
Copy that. Paste it here.
and do with rare lights. That should be
lamp red
again. Connect body.
Let's check it out. That's 23.
This one is 14.
This one is 14. Now we need to
create another. We can duplicate the
break and name it daylights.
and the DRL is connected with the
daylights condition. Compile and save.
Let's go to our construction script
again and connect the DRL here. Connect
it. And also again, as I said, do not
forget to add it to event graph because
this one only will show you the changes
in the editor, but we also need to make
it work during the renders. So go to
event graph and again connect the DRL
here compile and save.
So right now we can turn on and turn off
the daylights which is really cool for
cinematics. You can do that for starting
some sort of starting sequences where
the car is not yet present in the frame
or you want you know to implement it
or show that. So you can just turn the
daylights like boom and they work. Okay.
See I missed there a little bit of the
glass. I need to select this
and
see this model. And that should be
tinted red.
Yep.
Tint red. Yeah, because when the light
is turned off, it should be also red.
And this is it.
It's looking beautiful.
Perfect.
Here it works. And here it works too.
Okay. Now
we shall try creating
the blinkers. So we will have also to do
the same approach for the blinkers.
I think let's go with the rare side. And
probably we would need to use this one
for the blinker.
And I guess this one too maybe is Oh no,
this one this one should be acting as
the as the blinker.
So we will be assigning material to
blinker left and blinker right.
So let's go again to
modeling and try to pick the materials.
So what we can do right now is go to
mesh and pre-select.
After that select all this glass which
is on our way by material all just click
on that. That would be much much easier.
should click separate
and we will have the separate body mesh
right now for the glass which we
disconnected. If you pick this one, we
can move it somewhere like higher and
hit accept.
So we will have our separate glass
separate body and it would be much much
easier for us to select
the triangles or polygons for material
assignment which we will be using for
the blinkers.
Now again select the body go to
attributes select edit materials
and after edit materials
enter in this mode just select by
material
connect it
select this one
this one is should be only only This
tube will be lighting. So I think this
one is fine.
Now this one if we select by material
all that will select a lot of stuff here
and there which we don't need which is
inside also some stuff which we don't
need. So this one is better to be
selected by voluometric brush. So let's
use the voluometric brush paint it over
and then just select material
by all and holding shift deselect the
the ones which you don't want to be
affected. So this one is done.
See if we can also by material connected
disconnect this one.
Okay, so that works fine. This one is
good. Nothing else is connected. Let's
go back to this one.
Material all
select this
and by material
voluometric brush and clean up this one.
Okay. So this is going to be our left
blinker
material which will be assigned and
which will be using the same function
which we had
because it will be different material
the new one which we will create. We
also need to assign a new material slot.
So here in the materials, click on plus.
Scroll down and let's assign something
here. It doesn't matter. We just need
the representative for that one. So let
it be metal chrome one. But just
remember the index of this material. So
index 33.
So active material pick the 33
and hit assign active material. So now
you have new material slot which is
assigned to this and we will use that
for the blinker. Let's do the same for
the right side.
Add another material that will be number
34.
And do just absolutely the same. Pick it
with this using different brushes. Pick
this one. This tube for the side. This
one we would need to use
the voluometric brush to paint over.
Then deselect
what we don't need. See here also.
Yes. All fine. And now here
by material all this should be working
good because we already separated it
from the previous part.
Okay, good. So this is going to be our
turn signals
and this we should also pick active
material number 34.
Also, let's assign Rome here
and assign active material on the slot
number 34.
Okay, I think this should be fine.
So, that hit accept
and let's create the blinker material.
But before we do that, we should not
forget to put this glass back into the
rig because we basically separated it
from the body mesh, but it maintained
uh the pivot and all of those parts
should be on place. So this is here in
generated your username and here there
is this mesh. So we need to go to
blueprint viewport
select body again the component drag
this and put it here. So it will be the
sub mesh here will be assigned here. As
you can see it is all in place where it
should be.
Compile save. Now
we can delete this from the scene
and let's create
the blinker material.
For the base of the blinker material,
I'll be using the master material which
is master emissive material in
automotive pack. It's called M emissive
master. Just Ctrl D and I will name it M
blinker.
master.
Here it is. Oh, just made a typo. So, it
should be blinker master. Uh, creating
the the blinker material is pretty easy.
There is nothing special in it. You just
need to add time s and multiply nodes.
Nothing more. That should be just it.
So,
first of all,
we need to expand this a little bit
because we would need more space. Add
the node time
and multiply this node. Just drag the
spin and type multiply. Or if you put
the star here by pressing shift 8, you
will have the multiply node too.
Multiply it.
Then by holding one on the keyboard,
click with your mouse button on the
field and you will have this parameter
node. Right click on it and convert to
parameter.
Name it blink frequency.
This should be one.
And connect it here. So we will be able
to edit that in the material instance.
Now we need the node sign which will be
actually doing the blinking over the
time
and what is left is just to multiply
that
a lot of times. So you need to
disconnect this and you need to
disconnect this.
After that you go to multiply
node here.
Connect this to
connect this to A. Connect this to B.
Then we should multiply that again.
That's really strange. Yeah. But that's
that's how it works. And connect it
here.
We are almost there.
Then you
do multiply from here. Again,
it should be going B. That should be
going A.
And connect this multiply result into
this multiply result.
But the thing is that I don't want this
one to be black when it's turned off
because it should be having something
and we will have black matter between
those blinks and I really would like to
avoid that. So by selecting the material
result node, switch from shading model
from unlit to default lit. And here
to make it look good,
add again the parameter one. Connect it
to metallic. Set the value to one.
Then add another parameter and connect
it to roughness.
The base color should be white. So by
holding three on your keyboard, click
here, connect it to base color and make
it white.
Now you have the metallic chrome ball
which will be
blinking. And you'll be able to adjust
the color when we create the material
instance parameter.
So I don't like the roughness. It's it's
pretty much super rough. So let's do
something like 02. Yes, that looks much
better.
And save that.
And create the material instance. Right
click, create material instance. Name it
MI Blinker.
This would be fine. And here we will be
able to change the color tint. For
example, for something like orange.
As you can see, it looks pretty
impressive. Also, you can change the
speed of the blinker, but the one is
fine and looks real.
Now, we need again to make the logics
for left and right blinker. Let's go
back to our rig and create new function
here in functions.
Name it turn signals
logic again is just the same. So you can
use the brake light. Copy that including
the branch.
But we need two. We need for left and
for right. So this one is left. This one
going to be for right.
And we need to variables. So we can
again copy our day or break light uh
variable. It doesn't matter. So
duplicate, turn left.
Duplicate, turn right.
So let's take turn left first. Go here.
Get turn left. Connect. And here. Turn
right. Go here. Get turn. made a typo
again. Turn right
and connect right to the branch.
So when it's false, it's chrome and when
it's true, edge should be blinker. But
we need to change the material number.
So 33 is turning left. 33 and 33 here.
And for turn right the material index is
34 and 34.
Here we need to because if we would like
to have it working sim simultaneously
we need to make a sequence
sequence this and then this.
Compile and save.
For true, we need to set mi
blinker material which we just created
material instance. So we can go and
check it here
and my blinker material here is
connected
and here to
compile save and let's see how it works.
Let's turn right.
Oh yes, I always forget to do that. You
should, you know, learn from my
mistakes. It should be connected to the
construction script and event graph in
order to work in editor and in the event
graph. The function doesn't do anything
unless it is connected to construction
script and event graph. So don't forget
to do that. Continue. Save. And let's
turn right.
And it works.
And if we have them both at the same
time, turn left and turn right, because
it uses the same function with the time,
they will be always in sync. So you can
just like turn right, turn left, and you
can change them whenever you want and
the order you desire. So it's not a
problem to do that. And it perfectly
should be working in past tracing too.
Yep, this is it.
Okay, we have now all working. We have
brakes, we have turn signals, we have
the lights turning on and off. Let's add
some more spice to it and create the uh
the braking rotors which will be hitting
by the parameter setup. So let's open
our wheel and check the material which
we have here which is the brake rotor
carbon ceramic.
Let's open this material and let's go to
the parent like master material. So here
we can add the function which will make
our brakes heat and emit light.
So first by holding number three on the
keyboard and clicking on the mouse we
will create the parameter for the color
let's make it really really saturated
red orange color something like that and
now let's multiply that by the value
which will be defining how much emissive
light we will be producing from our
heated brakes. So right click here and
click promote to parameter. Name this
parameter heat.
Nice.
Now connect it to emissive color. Let's
use our parameter heat and put it into
the group of base color.
Click apply and save. Now let's switch
back to our router.
If we increase the heat, it looks really
strange because the whole material is
becoming
red. But we don't want that. We want our
material to be also showing those lines.
And by to do so, we need to just grab
the roughness map. The thing is that the
brake rotor uses this metal wear lines
roughness map. There are three channels
like red, green and blue. And we can
pick the one which we like to basically
mask out what we don't want to use for
heat and what we want. So we need either
green
or blue channel. I'll be using the blue
one. So let's go to our master material
and there is already roughness mask
prepared for us.
So let's
do it this way. So we will disconnect
this for now and create another multiply
node
and let's connect the blue channel here
to multiply.
And the result of our emiss emissive
color and the heat value we will connect
here to the multiply node and to
emissive color and hit apply save and
let's see how it works now. So if we
increase, see, we still see those wear
lines.
Even though
our brake is emitting light.
So if you see that on the car, you can
see that there are lines still there,
the cracks are there, and it's emitting
light. Now we need to control this
parameter over in the blueprint to being
able to animate that not putting each
time in the sequencer.
So let's reset this one,
save this material and get back to our
blueprint. So now we need to create the
function actually two functions for this
particular brake heat. So let's create
first the function for
break
heat creation.
So here we will create the function for
creating the dynamic material and store
that function. I'll explain why a little
bit later. So let's start with grabbing
front left and front right wheel because
I believe only front wheels get the most
of the pressure and they will be only
heated. You can do this for or four of
them but currently we'll be doing for
two but you can do that for all of the
wheels. So what we need to do is to
create dynamic material instance. So
create create dynamic material instance.
it will switch the material which is
currently assigned and will create the
dynamic instance which we will be
editing later. Unfortunately, you can't
plug both of those
components into this node. So you would
need to create and duplicate this node
basically copy paste it. So the material
element index is uh let's check on the
front wheel it's number one. So material
index will be one.
Let's copy that and paste.
Here we connect the target. We'll create
this one.
And
after that we need to store this value
into the variable. So we need to create
the variable
break
front
left. And that should be
dynamic
material
instance object reference.
Put it here.
Set. Duplicate this one for the right
one.
Right. And that would be for the right
set. You need to connect those pins.
And what it will do it will create this
dynamic material instance once. And if
we put this function into the event
graph, it will be creating the dynamic
material on each tick which can affect
your performance.
So we just need to create this once.
Let's drag it here. So this script will
be running only once in the construction
script because when you start the
simulation during the render it will
perform the construction script only
once but we need the construction script
for previews also. So this one is the
creation. Right now we need the
different one
for editing this material. So we create
another function name it break
heat
modify.
And now we can take both of those
material functions like we store that in
the variable the material
uh dynamic material instance. And from
each one we need to set scalar parameter
value one.
And we again we now here can connect to
both of them because the parameter name
is the same. parameter name is heat
here. So we type it here
and connect it like this.
So now we need to
create another parameter which will be
modifying this value. Right?
Let's name it brake temperature. Let's
create a new variable. Name it break
temp.
Make it a float
because we are going to scale this
value. The default is zero. Let's
connect it and set the slider range from
zero to three. I think this would be
enough.
After that we need to go to construction
script and add break heat creation.
We'll create this material and then we
will use break heat modify. After that
in the event graph we would need only
the break heat modify here.
Connect it there.
Compile. Save. And let's see how that
works. Oh, before that, make sure that
you make this instance editable and
exposed to cinematics. Put the brake
temp in the car setup. These materials
can be hidden. We don't see them
and we are not going to touch them
anymore because they are not for
editing. And basically here you can now
see you can edit the heat amount of the
brakes
for both of them.
Right? And now if we create the sequence
like that where we have the brake
temperature it will be working.
And if we go into simulation mode,
that also will be working here.
That means it will be working in the
render.
Now our car is ready for animation with
all the functions with the turn signals
with the daylights and additional brake
lights here for example. And all of that
can be done
in the sequencer.
So it is completely ready for
animations.
All right. Now let's give our Porsche
some sort of arrival or I would say
brother in speed. So we prepared the
second model 2. So the GT3 version like
not the road one. This is the street
legal but we need also another one. So
we will make them race each other. So
here I will create the new folder for
the content which will be Porsche GT3.
And just as before we have all the body
meshes. As I mentioned I will be using
those brake calipers from this model
because they look better. They are more
high poly. They have better quality. So
I will be using the calipers from this
one. Right now let's import our meshes
again. So we'll go with the body. For
the body, we will be using combined
meshes. I'll be doing that a little bit
faster. Uh not as detailed as with this
rig, just for time saving. But repeating
this process uh multiple times just
gives you better
experience in that and you'll be
understanding better how to rig this
thing. Okay. And the last one is the
glasses. Remember we do not merge the
glass. So we import this
with not combined meshes. So with the
combined meshes disabled for other
measures we need them to be combined.
And first we what we're going to do is
check our wheel pivot. So actually it
has the wheels the same. I think I think
they are the same size. So we can
technically use both of the wheels. But
for the sake of the tutorial, let's keep
it
for uh rear wheel and front wheel
different meshes. But if the wheels are
the same, you can keep them as it is. So
form pivot center accept. Let's see if
it is rotating properly.
Yep. All good. All works. Nice. Okay.
Amazing. So now we do the same for the
rear wheel. Edit. Pivot. Center and
accept. Great. That works.
Now I will just go to the car rig
blueprints and duplicate the rig and
name it GT3 because I don't want to
align again the position of the brakes.
They are already there and we have some
functions for the brake uh and so on.
But we would definitely need to edit the
material indexes after that because the
shading is not the same. So here we have
our body. We can go to brick structure,
clear all of that. Clear the wheels
and delete all this additional meshes
that we have here.
Okay. Now we have only brakes, brake
calipers, and the suspension prepared.
So let's put on the body from the GT3
version.
Apply it here to the body mesh wheel
front. Let's take it to the front wheels
and wheel rear one. Put it here. We
already have the brake calipers and this
the brake calipers had a position in the
center
of the offset of the pivot. So that will
not you know change. It will be fitting
pretty good. As you can see there's some
already materials assigned because it
has the index which is different from
the previous one. And those probably uh
should be the lights
and brake lights. But currently we are
not going to fix that. First we need to
prepare the rig.
Okay. We need to set the offset. I think
this one is wider because well obviously
it is the the racing version. So let's
set the front side. We'll offset about
88. I think that will work good. No too
much. 87 is probably the best option.
because it's really really wide and it's
really low always. All these cars are
super low. This one should be 87
probably too because the wheel size is
the same. Yeah, kind of like that.
Correct. And we need to do the rear axle
offset a little bit
back so it will be in the center. Let's
put something like 129. That looks good
for me. Good for me. Perfect. Now, let's
check the suspension. So, it is a little
bit off, I guess. Yeah, right. It's a
little bit off. We can put it even more
inside. So, to offset the position of
the suspension, you can use this mount
correction. So, the mount correction
should be something like five or four.
Yeah, four works the best, I think. Yes,
it doesn't protrude through other
geometry of the wheel and the brakes. So
it all works good here. Probably the
same we can do for the rear suspension.
You see there's even like space cut out
for this purpose. So let's also put it
to four.
Maybe we can put it even higher. Just
just a wild guess. So let's go with a
rear suspension like 55 probably. Yeah,
I think I think that works really nice.
Okay, good. Not quite realistic
probably. So let's go back to 50 because
this should be in the resting state,
right? Okay. Uh the only one thing with
the caliper is that they are a little
bit bigger because we have the rim which
is smaller than the previous model of
the Porsche. So we need to scale the
caliper a little bit. That's not a
problem. We can do that by selecting the
caliper mesh and maybe the sizing should
be something like 0.95
so it will not you know get inside the
wheel. Maybe even 0.9
just for the sake of it. Yeah, we can
offset it a little bit. So probably
higher and a little bit to the inside
because it's not touching
the brake disc. It's It should be like
really really close to the brake disc.
Okay.
Okay, that looks better. Maybe a little
bit to the inside.
Nice. So, can copy this sizing
and put it here 0.9
and adjust the position also. The same
way you can copy the positions, the
location of the caliper. Let's see how
that works. Paste. Yes. A little bit
higher and a little bit inside.
Nice. Nice. That looks good. Let's go to
the rear caliper. It's It is also a
little bit bigger. So, probably we can
try here, but it's smaller in the case.
Yes. 095 would be okay. And maybe a
little bit to the right. So, we can so
it doesn't touch the the wheel itself.
Same. We go here.
So 095
and let's copy the position of this
wheel
and paste. Yes, correct.
Yeah, the front brake looks a little bit
off. So probably I wasn't right with the
sizing. So they should be 095.
But in that case, it just goes a little
bit inside the wheel. So we need and to
readjust the position.
So the purpose is just to make it not go
through the brake disc. I think this is
okayish
95 and the position let's go here
position paste here and 95
that that's fine for me for this current
model. Now let's quickly shade the body
and check the material ids. I think we
also have the
some textures with this model. So let's
import the textures. Let's create this
folder for the textures
and that should be Porsche GT3 textures.
Okay. So it doesn't have the car paint
texture or the car paint color. So, we
will use the one from the automotive
material pack. Car paint.
I don't know what should that be, but
let it be.
Actually, this one probably may look
good.
Okay, let's give it a try. Or maybe
silver paint. I would like to have
something gray or maybe even matte gray.
So, we can get this car paint silver and
make it
dark silver
and assign it here
and change some of the parameters. You
can do a lot of things with this
material pack. There is a lot of
settings which you can play around with.
So, let's make it a little bit darker.
And I probably reduce the paint
roughness. Make it more matte because I
just believe this one should be
a little bit more
matte. Not not like the usual car paint.
So, yeah, more matte color looks good
for me. Maybe we'll change it later, but
doesn't matter. This one is the
mechanics. Let's see. It's It's all
inside basically. It's all covered.
What we can see from this part,
it's most of that is just blackout
volumes.
So, I think something like black
plastic should work or plastic setting.
Let's use the plastic here. Or maybe we
have the texture for that. Just curious.
[Music]
No, we don't. Fortunately, this model
also don't doesn't have any sort of
I would say roughness maps on normal
maps. So again, it's a free model. The
details I think those are just metallic.
So let's use the steel
material. Am I metal steel? The look how
that looks like.
Yeah, I think that is good. Oh, maybe
because there is a logo. So that details
should be in the textures.
Yeah, this one I think this No, that's
the display.
Yeah, there are not a lot of textures
which are provided with this model. So
that's really strange. But that's that
is fine, I guess,
for now. We'll see what we can do later.
The great it's probably carbon.
Carbon fiber
there.
Oh, there are the lights. Headlights.
That's the plastic. That's That's not
the emissive one.
Plastic. Clean
light front. That's that's what is going
to it's not
now it's not what what is going to be
emissive. So this one is Rome I guess
but it says that it is emissive. So
probably this one will be glass. Let's
put chrome for for now.
And this one is emissive rare light
which is quite interesting because it's
hidden partially.
So that is that is going to be breaks.
Just curious. Let's first try how it
looks like and we will see later. So red
lamp here.
because for me it doesn't look proper.
But maybe for the GT3 version they just
didn't bother with all of these details
and just went like this.
Oh yeah, that's the that's the glass
glass clear.
So this one which is chrome will be our
headlights. They will work afterwards.
Looks pretty legit. This one it's also
let's use the satin plastic because it's
basically again the blackout so the
light will not leak through this exhaust
but we can use steel.
It's not kind of super realistic because
it should be a little bit burned but
looks fine. Let's assume this the new
one just straight out of the
from the factory
front. This one should be a grill, but
we will use the plastic holes.
The black one
front grill
looks pretty legit.
Car paintane plastic.
I doubt that. I think that should be
rubber. So that's
rubber smooth.
Here we go. Yes. Looks good.
Wink metal.
I think that should be carbon. Carbon
fiber. I'm just like assuming they're
doing my
own understanding of that. Mirrors. We
have the mirror material also in the
automotive pack. I design it here.
That is the number plate. I'm just
curious if we at least have the number
plate.
Nope, we don't have any of this.
That is really really strange. But let
it be. We will probably use the
transparent material for that or just
create the texture in the Photoshop for
that a little bit later.
Interior
that is aluminum. If I know something
about the interiors of
these kind of cars,
that should be like really metallic
part, bare aluminum. They they remove
everything usually.
The seat
again.
Nothing here
with the texture.
It's the net
display belt, but no seat unfortunately.
Let's leave it like that for now.
Plastic.
Okay, I can trust this naming in this
case.
Plastic clean. Here we go.
Oh, this is the roll bar. The part of
the roll bar should be soft. I'll just
put with the plastic right now.
Dashboard. The dashboard.
That's also should be plastic, but I'll
go with this plastic small grain
because it has a lot of like texture. It
looks realistic and it's cheap. They are
not going to put expensive materials on
this one. Interior leads.
I doubt that we have dashboard. We'll
have it the look for that a little bit
later. interior glass.
Don't think it's worth because it won't
be seen. Electronics,
all of the electronics. That's really
interesting as there should be a lot of
different materials.
And I doubt again that we have the
interior electronics. We have only the
dashboard,
but there's basically no
electronics whatsoever for using of that
one. So part of the textures are not
provided with this model, but it's not a
big big of an issue. still can use
any sort of plastic for that just to
cover that and make it
black but not the default material.
Even though right now it looks pretty
fine.
So if we switch a little bit to pass
tracing
that looks
pretty real I would say.
Okay.
electronics metal.
Let's go with this metal steel.
There are a lot of details. Just a lot
of them.
Okay. And electronics, too. I guess
those pipes also should be plastic.
Plastic clean. Here we go. That's the
display. Okay, that's the dashboard
which we want. So, as I did before,
we'll create the material.
Check if we have alpha channel, but
probably yeah, the display is plain, so
we don't need to worry about that one.
So, let's go to emissive color and add
some roughness and make the roughness
zero. So, it will be a glossy display,
which we can use here.
take this material and put it on the
display. Works fine.
Okay. So, let's continue with this one.
What we have here, decals, they're just
black. Uh I checked it with this model
and it doesn't have the textures, too.
So, this is fine. We will be working
with this one with this type of shading.
Okay, let's continue with this one.
Interior carbone. That's pretty easy.
We have the carbon fiber. Quickly add
here
welding
that should be metal. I think the cage
is the aluminum. So I think we will go
with this one too. So to just match the
color of the welding, we don't have the
texture for the welding. So this is what
we get.
Okay. Let's try the sand blast to here
and for the interior cage.
Okay,
this is just the soft paddings
steering wheel
that is also missing the texture. So I
think this one should be well that
should be split by the way. This should
be other
part that should be grip with this some
sort of
rubber or leather. But
I don't think we have something like
that. So just let's use the plastic
leather.
So it will look something okayish
steering carbone fiber again. So we will
apply carbon here.
Belt.
At least for the belt I think we have
the texture.
So yeah, that's the belt. Let's create
the material.
It also doesn't have the normal map but
we will not be looking inside for this
particular
project. So this is just enough
unfortunately. Yeah, this is the thing
when you're dealing with a free models
which you download from the internet
most of the time they have some sort of
textures but sometimes they don't net.
We also have the net. Yeah, here we have
here we have it. Can we can apply it
here.
Okay,
looks fine, I guess, for this one.
This one is the display.
So, this is the one. Yes. So, let's
create material from this display.
also
doesn't have anything, but I want it to
be glossy and probably with some
emissive light because those are
some sort of LEDs.
But let's do that just for now
for roughness
and make it glossy. Let's see how it
works with the emissive color.
Not quite good, but let's keep it this
way. Assuming it is off
and apply this material here.
You can actually go to Photoshop and put
the number you like on here by making
the mask for the emissiveness just by
painting some of these squares white and
then apply that as the emissive mask.
plastic again.
Little bit plastic clean and some other
parts. The last one is I guess it's
rubber.
Here we go.
This one also should have probably the
logo, but maybe they remove the logo.
Here we have it
black and dark. So, let's probably keep
it that way and go for metal painted.
It was somewhere in the very beginning.
Yeah, here we go.
Yeah, looks interesting.
At least for now.
Okay.
Now, let's get with the wheels.
GT3 front wheel.
I just hope that the brake caliper is
separate. Yes, it is. But strangely
enough, this one is connected with the
mount. So, we have to disconnect this
one. So, let's go to the modeling tools,
grab the wheel,
and basically
go into modeling tools, attributes, and
edit materials. Disable the visibility
of this one
and see how we can connect it by
material connected.
I just hope that it is not connected
somewhere else with this part.
Fortunately, it's really really
uncomfortable
to pick it like this.
But we've got to do what we've got to
do. So, we don't want to switch to
Blender back again redoing the pivots.
You can do that from the very beginning
in Blender. Still you never know that
what you are expecting here expected to
have.
I think that would be just easier if I
pick the material all
click on that one and then just deselect
the brake rotor.
This one is the mount and this is the
brake ro and deselect this one.
And we will assign the new material
here. We'll create the new material
slot.
Select number three. Let's put the bold
grid material here and assign active
material for this one.
Okay, I'm not going to repeat this
procedure for the front wheel because we
saw that the wheels are actually the
same. So, I'll just assign it here.
Let's see how the
rotor
right now works. So, this is the carbon
kamic.
Okay, this is good. We will be adjusting
that because there is a thing how to fix
when the UV maps uh on the model are
really bad and they don't apply
properly. We will going to fix that a
little bit later. Let's first
apply our again gunmetal
color for the rim and for that for this
one that should be something like
maybe maybe this one will work too
actually. Yeah, looks looks nice.
And for the tire, we have the tire
texture which we will create the
material of. Again, doesn't have
unfortunately any sort of
normal map, but we will add some
roughness to it by basically again
stealing from the automotive material
pack.
uh from the rough rubber
will be still in the roughness map for
this
tire
roughness map
and connect it to roughness. So yeah, at
least it gives us some texture and some
feeling of the rubber which we need.
Okay, now we will apply
this material.
to our tire.
Okay,
actually it looks pretty legit.
And we will now apply this wheel also to
the front because as I said, they are
the same size
as the front one and the rear one
probably. Let's move a little bit inside
the front wheel. Yeah.
And we are actually got lucky
because we have the same material slot
for the brake. So if we now going to use
our
function for brake heat, it will be
working also with this new car. So if I
place it into the scene and try right
now to use the
brake temperature,
it will also be working here for both of
our wheels. Okay, right now let's fix
this thing with the wheel. As I said, we
having like the worst case scenario with
this with this model.
Okay, get the wheel and let's turn it to
the light side so we can see what is
happening. So the thing is we have this
problem with the wheel here but the
thing is that
actually
we can't change it as as you see here it
is working fine. All the cracks and all
of the wear lines are in the proper
position. But if we change this values
for this wheel it will be also changing
here. So we can create another material
instance. So if I open this model again,
go to material instance and I can name
it for example GT3R
for this new model and apply it here. So
we have different material instance
which we can now work on and tile it as
we want. So I'm opening this new
material instance which we created. So
basically material instance is what
allows you to do the changes of the same
master material but for each mesh
separately. And here we can try to
disable use object UVs because object
UVs are really really like bad here. As
you can see it immediately
works properly because in that case it
uses the global UVs and right now it is
fine. the wear lines are on the spot.
But what we also can see here that there
is a difference in the cracks because
they are
a little bit scaled not properly. So we
can change the scale but by increasing
this value it will give us smaller size
of the
uh cracks. Also, we can try to use the
tiling to see if it changes also. Now,
the the cracks doesn't have the tiling.
So, unfortunately, yeah, we can have it
like this. And if you look from here,
it's looking fine. So, we can actually
disable the cracks uh for this
particular
for this particular break. So we will
have some difference. So if that looks
not proper, we can always disable that.
And with the material instance because
we also have the heat uh it will be
working all going to work as we intended
because we also have this parameter in
the material.
So
the next thing is to change few settings
in our
blueprint because we have the different
material numbers right now for the
brakes for example and for
the headlights.
So I just don't want to waste a lot of
your time. Let's go and quickly redo
this. This one emissive light number
five. So that's going to be daylights
DRL
daylights.
It's number five.
So number five, number five. This one we
don't need right now because the rare
one is just completely off and not
correct with the
materials and the geometry itself. Next
thing what we're going to do is we're
going to use the brake lights. The brake
light index in our model is number six.
Okay, good. Number six. So, we just
change this material for the brake
number six.
And for the brake uh for the blinkers, I
think we are not going to use blinkers
for this particular model because well,
that will just take a lot of time. But
you know the principle how we did we can
do that the same as we did on our
previous model. So not a big deal for
that just time consuming.
And let's put the glass on body.
We need to select the component first.
As I said component first and then just
apply this six models here and it will
fit perfectly.
Okay.
This is the whole glass exterior. So
this one should be
glass glass clear.
Put it here. The thing is that this
model have like two layers of glass
environment. Okay.
This one is the covers. They are
plastic.
Let's make it plastic setting.
Oh, there's this one. This one.
This ones we already had. Okay.
So, that's the rare one. Should be just
I think just glass again.
clear.
And for this one also glass clear
because it's the headlights.
So that looks pretty nice. Almost almost
the two
layers of glass and we'll see how it
will work because I believe that might
be a problem. But actually that case we
don't need this one. We already have one
layer of glass. We don't need multiple
layers for this purpose.
So, let's remove this one and this one
as we already have this.
Okay.
Compile and save. And if we drop right
now our rig
into the scene
and check the functions which we have
such as daylights
this model really strangely split break.
That actually looks fine to be honest
but still I think not correct. We can
split this one differently, but it's
just again, you can do it yourself or
you can do that in Blender. I'm not
going to waste your time anymore for
this one. I'll probably just fix the
daylights because this is not how it
should be working because we don't have
the emissive map. We should have had
emissive map for this particular part.
So we can just split that one and assign
the home to the path which should not be
glowing. So because this one is really
really looking strange.
Okay.
So let's do this quickly.
P the body.
Oops.
Okay, let's attributes edit materials.
Let's see what we can do. Material
connected.
So, this one should not be the emissive
one. This should not be the emissive
one. I think that one can actually be,
but those are not. Definitely are not.
Those are reflectors.
Okay, that looks a little bit better.
Let's see what we have.
Material number nine will be fine.
Nine
sin active material except
And let's try again to see how that
works.
Daylights.
Yes. Now the reflector works as it
intended.
Still, it's not the very good result
because
I think only the lamps, the small lamps
should be actually emitting light and
they will be reflecting all of that
inside of this chrome reflectors.
So anyway, for this we also would need
some texture probably here. So we can
create one in Photoshop just by create
new.
Let it be 2000 by 2000.
Just add some text.
It be black color
like 27 for like double J double jump
and make it huge
huge.
I hope the UV maps on the on this car is
fine.
And we don't need any background. And
save it as PNG.
Okay. And we will create the material
right now out of it
number material. Make it
masked and connect alpha channel into
opacity mask.
Save it and let's see how will that
work.
Yep, the UV maps are just
not there.
They're not proper and they're not
correct. Can fix that.
Texture coordinate. Let's see. like this
and let's see how will that work. Yes.
So it is four times or like two times
smaller or bigger. So basically this
texture coordinate coordinate node can
define the tiling of your texture. So in
that case we tiled the texture two times
by U and V basically by X and Y uh axis
and made it
four times in one square
and that actually worked. So the UV
there was not correct or like not plain
but right now it looks just enough.
Yeah, I really like it. I think it's
really good like for that quick result.
So here we have two cars prepared.
One is a little bit
worse, but otherwise it looks
really, really good.
And that's it for module two.
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