Brief

Drivable military vehicle with driving mechanics and functional features.

Images

Details
โ—ˆ Key Features

๐Ÿ”ธ Driving Mechanics

โ€๐Ÿ”ธ Vehicle Physics

๐Ÿ”ธ Lighting System

๐Ÿ”ธ Limited SFXย System

โ—ˆ My Roles

๐Ÿ”ธ 3D Modeling

โ€๐Ÿ”ธ Painting & Texturing

๐Ÿ”ธ Gameplay Programming

โ—ˆ Used Software

๐Ÿ”ธ Blender

โ€๐Ÿ”ธ Adobe Substance 3Dย Painter

๐Ÿ”ธ Unity 3D

โ—ˆ Key Takeaways

๐Ÿ”ธ Vehicle Physics Configuration

๐Ÿ”ธ Programming Logic

โ—ˆ Project Description

This project demonstrates the complete development pipeline of a fully drivable vehicle asset, built from the ground up to establish a comprehensive understanding of game asset creation, texturing, and engine integration. This prototype features a dedicated test environment, complete with somechallenges designed to evaluate the vehicle's physics and mechanical behavior.

โ€

The vehicle, modeled after the real-life Oshkosh MATV, was built in Blender with game asset optimization as a primary consideration throughout, carefully managing polygon count, level of detail, and UV unwrapping across iterative development cycles. The asset was then taken into the texturing phase, which involved a clean material pipeline transition from Blender to Substance 3D Painter. A baking operation was performed to optimize the model's rendering performance within the game engine.

โ€

Upon import into Unity, the vehicle configuration and programming phase began. This included the setup of an independent suspension system for each wheel, as well as the implementation of several vehicle systems: an engine ignition toggle, a four-wheel-drive mode, a crab-walk steering mode, a standard lighting system, and an emergency lighting system.

โ€

To further enrich the scene, modular environmental assets were integrated to establish a sense of place and create a cohesive visual relationship between the hero vehicle and its surroundings.

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