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Channel: Team Bugbear – Bugbear Entertainment presents Wreckfest and Stuntfest
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Weekly Report #11

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Hello again!

 

This week we’ll talk about creating cars – where do we start, where do we go from there, what to look out for, and how long it all takes? For Wreckfest, existing cars took about two months to complete – per car. Yes, it really takes that long!

 

It all begins by, obviously, figuring out what type of car do we want? A sedan? A truck? After we settle on e.g. a muscle car, we dig deeper: what type and style of this particular car type do we want? An olden goldie, or a more modern one? European, American or what? After this part of the process we have an idea of what kind of car we’re looking for, so we can start looking for reference material from their real world counterparts, up to and including blueprints of real cars.

Next up is the basic modeling of the car: modeling the car body without paying too much detail to panel curvatures, specific details and so on. These very basic models have all the obvious parts in place: four tires, bumpers, headlights and all that jazz, and about in the right places, too. It’ll look clunky as heck, but that’s okay, as we’re mostly interested about the overall feel of the car, and not so much of any specific details.

Once everything is modeled and in their right places, we create several variations of the car with different grills, lights and light configurations. The body of the car itself remains untouched, but it’s the small details that give the car that look you come to love, so it pays to create a few variants to be sure that this is what we want. Again, it’s not as much about creating finalized models as it is about giving the car several discernible feels, as all this helps us figure out what would work for this car and what doesn’t.

 

Once the prototype is ready, we start working on it in earnest. We start tuning curves, adding panels, modeling specific parts like axles and upholstery. Basically every detail will be added at this point – yes, it’ll often be just a rough semblance of what it’ll end up looking, but all parts will be put in place. For example, detailing the drivetrain means that if you flip the car and focus your view on the axles, you will see the brake shoes, springs, suspension parts, bolts, nuts and so on.

Despite the detail, we don’t actually animate that many of these parts, simply because it wouldn’t be cost efficient for the drain it would have on the engine. We totally could, though :)

 

The last stage is finalizing the car. At this point we know exactly what we want. The rest is polish, more polish, and then some more polish. We put all those nice curves in place. Get that geometry in place to the tee. Make sure that everything is in its place, and it’s all smooth and sweet. This will also help in creating smoother shading, which gives the car that golden touch. This final stage takes agonizingly long, as it’s all about the detail, and there’s always something that you could do some more work on.

After this stage is done, after everything is neat and tidy, we can start working on the textures… but that’s a whole other blog entry for a later date :)

 

Also, lately we’ve turned our demands on every detail to eleven, but we’d rather let the results speak for themselves than talk about what we will do. Let’s just say that, for example, everything is now modeled to the tenth of an inch. No, we’re not kidding. We figured that if we’re going to ramp up our physics and tracks, our cars should live up to that level of detail, too. Sweet, huh?

 

That’s it for this week!

As always, stay safe, all y’all :)

 

 

-Team Bugbear

 

(Note: while you can spot that one of these cars is indeed American Muscle 2, the blue car is a model that was abandoned, so don’t take its appearance as anything else as serving as an example :) )

protocar1 protocar2


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