MDU115.3 3D Asset Production
The Concept design (blueprints)
The concept vehicle is a flight variation of Lamborghini Murcielago and a Fighter jet/sport combination with two Lockheed aircrafts: F22 Raptor (Thrust) and LockHeed NightHawk (wings).
One of the concerns of this combination was to maintain an aerodynamic design. If the car was made out of carbon fiber rather than metal, it would take the weight issue into consideration and improve the possibility of flight.
 Image shown below is a photoshopped Concept art of the vehicle :
This is a top down view of the car design
And side view of the concept art.
As you can see here I have kept the carâs original basic design and added in the aerodynamic wings and rudder from the Night Hawk. Within the engine bay I had placed the F22 raptor twin engines for maximum cruising speed.
In overall, I think the concept design looks a bit sleek.
The process of converting 2D concept image to a 3D model
Firstly, Â I scaled the cube to the proportions as indicated by the concept blueprint.
Then I began to place some edge loops on the cube itself to move the edges to position such that I sculpted up the basic shell around the concept outline.
Here is the image of the car before I modelled the details in:
After that, I slowly added some details to the 3D shell by extruding and placing edge loops in some places specified by the blueprints.
Here is an image of the completed model untextured:
With the body done, I moved on to sculpt the wings and rudders and the jet engines out of individual cubes which didn't take long to replicate from the blueprint.
Here is comparison image of the wing in WIP stage and completed wing:
here is comparison image of WIP rudder and a completed one:
However the main unique thing is replicating the carâs grill/wire mesh component as the blueprint had shown it.
Here is the component in question:
Also I modelled the Lamborghini reventon wheels because I had an idea to animate the wheels to fold itself in like conventional aircrafts do to take off. However, I eventually decided against the animation.
Here is the image of the wheel in comparison with cylinder before I modelled it  (I had replicated from online source):
Not only that, I also had modelled the interior from scratch with exception of the seat(Which I had modelled prior to via blueprint), steering wheel and jet thrust controls which were all replicated from online source.
Here is the compilation of images regarding the model I sculpted:
An WIP seat from a early stage of modeling via blueprint.
A quick model of jet thrust control and the floor bit textured (I decided make the floor piece part of the Jet thrust control to save time texturing it.)
A completed model of the racing seat.
And racing seat with textures
A WIP steering wheel.
And completed steering wheel.
Texturing process of the 3D model
What I did is select the whole top section (excluding the windows) to UV map texture the car body as to simplify the texture process of the whole 3D shell in three sections.
However, I had to refresh the textures on the body and both the wings as well the the rudders multiple times (due to savefile not loading the referenced images). In spite of that, I managed to fixed the issue rather quite quickly.
I had textured the car to give further details (only half of details shown).
However, texturing the other components of the car took less time then the car.
Here is the image of the car with the textures applied as well an image of the completed concept car:
Here is one or two images of the wings/rudder, jet engines and the one of the wheels:
 The Process of animating 3D model for 9 second loop
The process was simple setup to camera to do full 360 turntable animation while I animated the finished car to do simple âflyingâ animation which loops pretty well.
However, I animated the wheels and the jet engine (both the turbine and exhaust vent) to give the feeling of a short takeoff and descent landing animation Â
Rendering process of the animation
I was happy with how the animation turned out, I batch rendered the animation and imported to After Effects to give a little afterburner effect animation for the car (which I had researched online on how to create the effect) then applied the afterburner effect by layering the effect on top of the footage.
And here is the image with overlayed Afterburner
In all, the afterburner effect didnât take me too long to create and animate the thrust effect.
With that done, Â I rendered the animation as video.
Final verdict of the whole process
Despite a few crashes with maya for the texturing process  or modeling the car, I find the whole process some what enjoyable to do and I was happy how the car turntable animation came out.












