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Art Spotlight: Alfa Romeo Giulia Quadrifoglio

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About me

Hello there! My name is Maxime Pagès, I’ve been a 3D Artist for 7 years now and I live in Bordeaux.

My first job was for AR projects in Montpellier, then I worked as a freelancer for KT Racing on FlatOut4.

Right after that, in 2015, I went to Canada to work for Ludia in Montreal, where I worked on mobile games like Teenage Mutant Ninja Turtles Legends, Dragons Rise of Berk, and Titan Uprising.

I came back to France in 2018 and worked at Ubisoft Bordeaux on Ghost Recon Breakpoint.
Now I’m working on my own game as an indie game dev.

I’ve been mainly a 3D environment/props artist for all those years but I’ve always wanted to be a vehicle artist so in August 2019 I started to practice modeling vehicles!

About the Giulia Quadrifoglio model

I’ve always found the Giulia QV special—it’s like a dream car for me (one among many, haha)—very powerful, with elegant Italian style, and you can even bring your kids to school with it!

Since I can’t afford it, I decided to create it in 3D.

I wanted to create a model for current-gen consoles, with great details, to improve my skills with vehicle/hard surface modeling and learn Blender at the same time.

For this project, the other tools I used were Photoshop and Substance Painter for the texturing/baking.

Modeling

So, first, I took as many references as possible of every part of the car.

For the modeling, I started with the body shape using blueprints pics.

As you can see here, there’s only the basic form of the car.

Then I just cut each part of the bodywork to separate them from each other and created all the other parts (headlights, backlights, wheels, etc.).

alfa romeo quadrifoglio mesh

So now I just had to unwrap the UV’s with the right texel density in each part.

I decided to separate the car into 3 parts for the materials.

The bodywork would have its own material, so I could change the color of the car as I wished.

The rim with the tires, which needed a lot of details, and, finally, all the small parts (headlights, carbon fiber parts, etc.).

Then it was time to import it to Substance Painter.

alfa romeo quadrifoglio UVs

Texturing

I textured the entire model with Substance Painter, which has an awesome car material library that can be very useful!

alfa romeo giulia wheel

The only things I needed to do with Photoshop for the Giulia were the decals.

There are some “Alfa Romeo” decals on the car, like on the brake calipers and the headlights.

I took a real Pirelli tire model reference and redid the whole tire sidewall in Photoshop so I could use it as a Height Map in Substance Painter.

alfa romeo giulia tire

For some parts of the car such as the headlights and the logo, I just needed to play with some materials settings to make them look the way they should.

alfa romeo giulia texture

Sketchfab

After importing my model and all my textures, I wanted to choose an HDRI that would provide some good reflections. I tried to find one with a huge light spot on the top and not so much on the sides, then I added the lights.

sketchfab 3d editor settings

One Sketchfab setting I love for car paint is the Clear Coat—it really gives a more realistic/natural render.

sketchfab 3d editor settings

For the Post-Processing effects, here are the settings I used:

sketchfab 3d editor settings

I really loved creating this car—it was something totally different from the 2CV I made.

And it was a very good way to learn Blender too!

At first, I was out of my comfort zone after almost 10 years of using 3ds Max and Maya, but then I was really surprised by how powerful Blender can be.

I wanted to thank Karol Miklas who has been a real inspiration for me!

If you guys have any questions or anything, don’t hesitate to contact me.

Here’s my ArtStation if you want to see more of my works.

About the author

Maxime Pagès

3D Environment/Vehicle Artist



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