Mercedes-Benz Ssk W06 1930 "Count Trossi"

by Daniel Beyer in Models


  • Model format: High Poly/Low Poly Subsurf model.
  • Real world scale.
  • Mesh created in Blender versions ranging fom 2.76 to 2.83.
  • Textures and materials: Blender 2.82 and 2.83 (EEVEE and Cycles compatible).
  • Vertex count with viewport optimised subsurf modifiers set: 2900000+. Vertices with subsurfs unset: 700000+.
  • All quads model, some globular structures (e.g. gear lever handle) are icospheres.
  • Number of objects: 350+ corresponding to roughly 1000 parts
  • Modifiers: Catmull-Clarck Subdivision Surface, Solidify.
  • UV mapping: objects are groupped in collections labbeled with a 6 character code. These groups correspond to non overlapping UV layouts (the objects in a group only overlap if the mesh is identical e.g. the four tyres have one single UV layout). The hex code also signifies the object color of the group members. 99 % of objects is unwrapped leaving only the oil and fuel tubes system without a UV map.
  • This object arrangement enables the users to edit textures and materials with an external software like Substance or Marry, after exporting hex code labbeled collections as separate FBX files. It is important to note that some texturing suites do not handle Catmull-Clarck subdivisions therefore these modifiers may need to be applied before or during the export process.
  • In some cases objects on the same UV layout/collection have different materials assigned (e.g. frame and fuel tank is on the same layout but have separate material.
  • Rigs and animations: The front and rear suspension is rigged for posing purposes, the armatures are operated through bone constraints: limit rotation, limit location, IK, transform. The steering is operational as well. Hoods and trunk opens, following the release of locks and belts. The functionality of hoods involves object constraints.
  • Operating bones have been displayed as control objects (arrows, steering wheel) as shown on the images below. The control bones can be activated by pressing R (bent arrows, steering wheel sign, and 3 component arrow) or G (3 component arrows). Pivot center needs to be centered to local or global coordinates and pose mode has to be activated (arrows selected have to be white) in order to actuate armatures.
  • Hoods steering and trunk are animated as well.
  • The whole car model can be translated or rotated by selecting "main_parent_object", armatures are set to tolerate any movement of the whole car.
  • Procedural materials: car paint - glossy and metalic PBR that support dust and dirt textures, leather PBR material.
  • Baked materials: Glasses, gauges, tyres, brakes copper, bolts and oter metallic components, undercarriage, wood material, dashboard circular brushed metal material (tileable texture).
  • RGB meshmaps: For easier handling baked meshmaps are stored as RGB images each channel carrying different feature (e.g. red=pointiness, blue=ambient occlusion, green=other features, face orientation, mask etc.).
$18

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Details
Sales 10+
Rating
1 ratings
Dev Fund Contributor
Published over 4 years ago
Software Version 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93, 2.92, 2.91, 2.9, 2.83, 2.82
License Royalty Free