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The Amazing Drive is a small open world driving simulator. Take in different landscapes throughout the drive. From rural to urban take in the emissive world. The task is to showcase my modeling skills with my knowledge of mechanics.
Let’s start with the project proposal. The idea is very simple as it will have 2 main cars which the player can drive. Each one will be tuned and will allow a different experience in each car.



Before we jump into the project let’s talk time management. This is an area in past assignments I struggled to stick to, therefore, I am trying something new. I will be using an app called Notion. Notion has brilliant functionality for time management. I have created 3 different views of the same data. It has very good date bases which will further strengthen me managing my project.
First is my Trello board. This board will help me filter through task priority and as well as contains start and end dates. This will help me the most if time was to run quickly. As high priority is the tasks which I will want to showcase the most.
Next we a calendar. This helps a lot in the planning stage as I can see start and end dates in a node system. Making it easier to understand stand in the long view of things but, this approach will make me struggle on the short term goal as a calendar is overwhelming. I can easily manage my long term goals with this however, when managing short term it was hard to mange.
Last is my gnat chart. This is very similar to the calendar with the only difference being the layout feeling less overwhelming and will help keep track of milestone goals.
There will also be milestones which I will be certified after tasks have been complete for example completing a singular car model will be a huge milestone.


I can also store data within these nodes which will further strengthen my time management. As well as go into more depth into what I need to do and notes to myself.
| Risk | Likelihood | Impact | Control measures |
| Weather | Likely | Medium | No one can control the weather however, I can check the weather before going to locations to make sure it meets the requirements of being sunny. The impact of the weather can determin how well the video comes out and can effect the road surface. |
| Getting distracted from camera | Unlikely | High | I will allow my father to drive who has more experience than I do so the risk of getting distracted is lower. As if I was to drive I could get distracted as I have less expirence. |
| Photography restrictions | High | Low | Although taking photos of cars is not illegal people can have privacy concerns and therefore, things such as number plates will have to be censored. |
For me to get better results on how I want my game to function I decided that I wanted to go out and do some recording of how my car interacts with the road surface and to get an overall scale of the length and width.
Software: Blender, Unreal Engine 5, or Adobe Premiere Pro could crash at anytime meaning I could lose hours of work. In worst case scenario I might even have to restart my work. In order to avoid this I will create regular backups both on internal and external storage so I will always have a copy with me at all times.
Time Management: I am trying something new for my time management which I haven’t done before this could cause issues as I am not use to it. Some tasks my take longer than expected or shorter. I will priorities the writing first then focus on the functionality of the trailer I plan on creating such as camera movement. There is always a risk of being ill which could have set me back a few weeks.
Scalability: I have been known to over scope my projects in the past leaving last minuet changes in order to get the project done. If this does become a issue then yes I will be having to change things such as making the car even more low poly or making the animation in blender itself.
Photography restrictions: I decided instead of taking pictures of other peoples cars I decided that I wanted to instead use google images as that has a lower risk of privacy breach. It also contains a lot more pictures that what I could ever get myself.
Making cars is a dangerous game when it comes to law. However, throughout my research I have found ways of which the law doesn’t effect this project. Things which most commonly cause issues is:
A 100% copy: Creating a 100% copy is infringement on their IP and therefore, could cause issues in the future. To avoid this I will be Suttle difference to the model picking things from maybe 1 – 2 different cars and basing it of that. Which makes it legally distinct.
Badges: This is trademarked material. As that will be using their name without permissions. However, removing this will lower the chances of being copyrighted.
I decided to pick the Mustang GT however, due to the issues above I will also be using Ford Mustang 429 which are both within the same era of car releases making it easier to combine. The old fashioned Mustangs 1960s – 1980s are some of my favorite cars. It is also one of the most aggressive looking cars. Mustang can be eye catchy to my audience due to their look. The Boss 429 is also a limited edition Mustang which exited car ethuest for the Muscle cars. The Mustang 429 was released in 1969 which will give it Nostalgia feel. The Mustang 429 featured in John Wick giving it a history in film. It also featured in some of the Forza games. The Mustang GT is also one of the most commonly known Mustangs due to its starring role in the 1968 film Bullitt.
The Mazda MX5 Miata is my friend Josh’s favorite car and has helped me throughout college therefore, I thought it would be a nice easter egg to add. The MX5 is much more common than the 429 and GT allowing it to be more relatable. The MX5 has a more fun looking design as it looks more like a person which gives it a cool look. It is also one of Mazda’s most popular cars.
The plot of the game is that you are a low life racer who wants to climb to the top. Starting from a banger car. This is a run down car which the player starts with and has to grind to get points to choose their next car. In order to become the racing champion.
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Before, I start making my map I wanted to create some inspiration for my map which could give me that Scalextric feel. I decided to look at some race tracks from different type of racing like Nassar and F1 mixed in with some Hot Wheels and Scalextric tracks.
This was the final result I could come up with for the game and I think it would be very good as it also has elevations which will add more depth into a 3D world rather than feeling flat 2D.
My UI design is going to stay simplistic this is because it isn’t an area of my within my knowledge. Though I know how to use Figma which is an industry standard software tool my UI concept will still remain simplistic. Why? Well this is because I want to mostly focus on the mechanics and style of the game rather than the UI. The UI is an extra task which for now I am planning to just use some simple text which will display a lap counter and speed you are doing for the players knowledge. However, if I have extra time left then I will be open to do a full speedometer for the UI.

Above is an image for Forza Horizon 6 which will if I have time will be a huge inspiration to the project this is because I like their speedometer as well as position this will help the player track more of their progress than just a simple text which displays speed and laps.
https://fonts.google.com/specimen/Inter?query=Inter
For UI I noticed that text can actually be trade marked and often can be paid for by the weight of the font. So if I want different weights I have to pay per weight. However, due to this being an educational project I do want to spend money on it and therefore, I managed to find a none copyright font. Which I could use.
I plan on having the UI spread in the corners. In the bottom right corner will be the same as the forza layout in regards to speed. Then in the top left corner will be the lap counter.
I have a strong understanding of Blender fundamentals such as topology and the basic keyboard shortcuts. I also understand how to use the fundamental skills of Unreal Engine. I have pass experience with both software and have worked on project like this in the past creating cel shaders using Post processing.
When creating a pitch I need to think about who is my target audience. In this sense it is for my tutors. With the idea of me selling my idea in order to get the go ahead for my game. The pitch will be submitted via an assignment therefore, I will need to make sure the idea is clear and understandable.
The pitch will be selling the idea to the tutors. I will need to the persuade them that idea is reliable can meet the desired deadlines. However, this is also going to be a sales pitch this is because I am focusing on a particular product. It will also be explaining how the product will unique.
A pitch should included an attention grabbing title which can get the audience attention. It should also included things such as the core game concept which contains unique mechanics which will make the game stand out more.
It needs to cover the idea such as story art and your audience. This can also involve how you plan on getting the reach to your audience such as marketing strategy.
With game development everything comes at a cost therefore, he need strong planning and to understand your competitors and what they do well and what could be improved.
Lastly is a way to visualize your game for example showcasing what has already been made. Weather this is in format of a trailer or presented as a demo. This is your main selling point.
This will help me understand how to make a decent pitch. Having ways of visualization of your pitch will help make a huge selling point in order to showcase it to your audience.
I managed to find the official Bioshock pitch via internet achieve. Comparing it to the official game to the pitch you can tell that it was changed but still some core elements were kept. Seeing how a team has put a pitch together compeered to my idea has made me relies even if I do pitch the idea it is okay to change the idea but making sure that I keep the key elements such as cars and a road for them to explore. This did influence my choice because I accepted it was alright to change my idea however, knowing this could impact my project negatively this is because knowing industry can change their idea that’s exactly what I did.
So let’s talk audience. Who is this for? How will I get my reach? Why did I choose this market? These are some of the questions which I ask myself when creating a Audience profile. The goal of an audience is to find purpose for your objective.
My target audience will be for car enthusiasts which, are around the adults and teenage years. Who have an interest in cars. Another interest that my audience may have is the interest of the anime art style. The age group is very active online and spend a lot of time on social media such as YouTube and Twitter/X. My target audience overview is for those that like cars and can be portrayed in a anime style animation . Using a mixture of both worlds realism on cars but the visual appearance of anime.
What makes a player attracted to a game? Well what I plan on making my game a sit back relax game where you can compete with AI. How can we make it different well I want to focus on my visual aspect in order to be more eye candy rather than fun. This is because I don’t think I can offer anything new for gameplay mechanics.
I also deiced I wanted to create the game to be playable on different platforms these platforms such as:
A large part of my market games feature on almost or on every console therefore, I deiced I will walk on the same path and make sure that it is playable on most consoles. This means adding controller support as well as Keyboard and Mouse.


Again looking at competitors such as Forza and Assetto they both released on console but why? Well most racers are classed as a comfort game and very different to games which are completive like call of duty. Also I chosen consoles because think about it every console has their own racing game. Nintendo has Mario Kart, XBOX has Forza and PlayStation has Grand turismo. Therefore, I think the market would be stable enough to add console support. It is also proven that more people prefer to use a controller of kind weather that is a physical controller like the one in the image above or a steering wheel.
How do I know my audience want this? Well throughout history games have been becoming more and more realistic and having a hard different in visual style could draw their attention. Of course people can’t just say that the visuals is everything the game also has to feel good and want them coming back for more.
Why anime racing appeals to audiences? Well the anime genre is often saturated in action focused RPG/Gacha games which means I feel like creating an anime racing game will add a new division in the genre. Another reason why I think this is a good idea is because Initial D started as a manga however, when they made their games they seemed to be more realism which separated themselves to the manga. However, I think if Initial D went with a more anime style for their game they still could be relevant now.
The social media social media discoverability is very high this is because of the user Hacao has been posting cel shaded cars for a long time and has gained 10k followers with more like them appearing. This shows that there is a demand for it.
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I decided to leave my house and go outside to get a better understanding on how cars function on road surfaces. However, with this location I decided it was too short for the idea I had. However, this is still a good base as I could scale the roads, how the car interacts with roads and to give it that realism feel.



I am going to be modeling a Mustang and to further greater my understanding on how to model I decided to buy AIRFIX version of the Mustang I want to take inspiration for. It did come with stickers however, I did not apply them as my main goal was to construct the body.
Assetto Corsa

This is very well known for realistic physics and it’s modding community this allows a lot of flexibility because they can add cars which aren’t suppose to be in game and can use them. Assetp is more track based than it is open world like Forza Horizon.
Forza Horizon

Forza Horizon 6 features stunning visuals, massive and diverse map which Asseto doesn’t have. Therefore, it has many different terrains. One thing I noticed about the FH6 is that the roads are too wide. Therefore, I will try and make them as close together as I can. Enough for room of error but slim enough to still feel that realism like you are driving a car. FH6 hasn’t released yet but the visuals are much better than Assetos.
This was a talk with Matt Collins from Turn 10 Studios, discussing the art direction around Forza Motorsport 7.

In the video they discussed that the red Dimond like shape was the players main area of focus meaning this is where the players eyes are mostly drawn to. The further from the red Dimond you are the less attention to detail there is. Whereas, the Red Dimond is important. However, it isn’t definitive this is because it depends on what is happening in the gameplay. Knowing where detail matters is important cause too much detail and you could lose the player interest as it would become overwhelming.
Another thing they bring up in the talk is the balance of PBR materials which I plan on using. They explained about industry color pallet is good to use this is because when you take real life phones often there is light within those photos so you can remove the light.


Lastly they also have Photogammertry which helps creates these PBR materials. This means they take thousands of photos of the same object so that it can merged together to bring a 3D model, with texture details like roughness.
I will have this in mind when creating my roads and how they are texture this is because I would want to use the industry standard color pallet and to capture a good amount of detail adding the anime/realism style. It will also help me focus where the player looks the most meaning it can look worst and worst away from the player vision.
For my visuals I have decided to go with a cel shader this this because I am very passionate about the anime look. This is because I am very formila with how it looks and the ways of achieving it based on previous works. I feel like the cel shader also express more emotion than regular lighting because of the tones used for the story telling.
A cel shader (also known as toon shading) is a way to give a hand drawn look. Instead of smooth gradients and realistic lighting. A cel shader usually contain different bands which often is good for lighting direction. There are many different types of cel shading from stylised from titles like The Legend of Zelda: The Wind Waker or the anime games such as Dragon Ball FighterZ. Each has their own unquiet style not just within games but in movies to.
https://twitter.com/rare_pistachio/status/2025276166043488270?s=20
This is a cel shader made with blender 4.2. Although this isn’t unreal engine which is what the animation will be taking place in. This was inspired by Persona 3 Reload which was created in unreal engine 4. However, due to it being open sourced I can have a look at the project and try to translate it to Unreal engine again.


I took inspiration from the GDC talk about how guilty gear managed to achieve their cel shading this is because I believe this is a very polished anime look which I want to recreate. When I looked into the cel shading on YouTube around 90% was post processed material however, I think gilty gear gives better lines and more control. Whereas, post process happends when realistic lighting has been applied and you get a splogy gredient which would ruin the style.

Guilty gear has achieved the art style already by having different camera angles within battle. These types of camera angles will be good for the cinematic idea. Creating the anime style in 3D scenes can help create a innovative story telling this is because you can capture more emotion and expression.


Cel shading is quite hard to get right this is because there is no middle ground between and if it is too inconstant it can very easily be ruined which has happens numerous times before. It is also hard to show a replicated 2D style in 3D. An anime called RWBY is one of the most popular 3D anime however, I still believe that there is still ground to explore.

The cel shader contain 3 main components.

However, a cel shader is very dependent on lighting without good lighting your cel shader will suck. There is no global lighting effecting the characters meaning each character has their own point light in order to best convey the light vector. The light is also adjusted for each cut scene. However, I will not be adding singular light per character and will instead use a global light in a smart way as mentioned in my research about lighting later.


Vertex normal are very different to face normal. A lot of 3D modelling engines have tools to work the vertex normal out however, this is often for realism and not cel shading. Also Guilty Gear got the effect by setting them manually which is time consuming. Therefore, I will be using normal maps as they are more piratical however, there will be less control.
Color in anime is treated in away to express different emotions and moods giving a pathetic fallacy feel. The combination between the light and shadow vectors create a way of expressing the character or model. Anime also priorities the foreground and tend to make the background less detailed.


So how is color achieved? Color is often done by the unwrapped model and applying the colors needed in a flat shaded way. Before becoming cel shaded. They multiply 2 textures together allowing more control over the shadow.
Outline can be split into 2 categories. One is the outside outline which often uses a inverted hull method which is flipping your entire mesh inside out which is a poorly optimized way of doing it. However, it gives you more control than using post processing. Post processing is a less controlled way however, is more optimized. However, I will still use the inverted hull method this is because I will have more control as we have already changed a few parts of the method this is one part which I don’t want to change. The next outline method is that inner outline. This is again controlled via textures or can be done manually which is very hard to do. Adding a inner outline adds diversity


After doing a few attempts in with my cel shader I decided to go into further details about a cel shader as I wasn’t hitting the look that I wanted. It felt like I was missing something therefore, I decided to do further research. I felt that my first attempt was closer than my recent attempts people also noticed this difference.
In this tutorial he uses post processing which was mentioned during the GDC however, for the same reasons of Guilty gear avoiding it however, this does make a good contingency plan for if something was to go wrong. As this goes into a lot of detail on how to get the look.

Throughout my research I managed to stumble on a car anime by the official Toyota group which looks very cool. Looking at this art style on their cars it made me relise that Post process might be the way to go as it is more adaptive as well. Which is something I struggled to get right on this one. The Toyota anime GRIP looks a lot more stodgy than having a hard coded shader. I will now be using post processing which will give me less control on the overall shader. But this will be a plan B if the technique is too hard to use.
Let’s break down how the car looks. Based on how the lighting is made we can see how it is interacting with shadows and the overall look. You can see that the car is a mostly solid color but feels less metallic. There is no outline on the car we can see that the shadows are more splodge. We can see it still features a hand drawn element. Instead of hard two-tone shadows it has a smooth gradient between light and darker elements. It has very basic environment shading.

So with all the knowledge that I have gained in this cel shading sections I hope to create an industry standard cel shader. This will be hard as a lot depends on UV mapping the cars I want to create.
Another GDC which will impact my game is that of Forza Horizon 3. This is because of their technology in order to create the sky within the game. Although this focuses more on the realism I can still focus on the lighting how it can effect the environment.

When doing research on the car commercials I relised that they featured different times of days which I thought was a cool idea. My original thought was to use a video however, there are many disadvantages of this.


Going to the location to capture real time lighting and how it effects the world around it will add to the realism of how the world should look but with the twist of the cel shader. This would consume a lot of time and require data processing. I managed to find a resource which I could use which contained high detailed HDR. Therefore, I will be using that in my production. This method will be more limiting as I won’t be able to use many of their techniques but the idea is much the same. I still plan on using motion however, in a different method.
If I am to use a custom HDR I would like to present the shadows in a also very realistic way this is done by getting a scrolling texture which can show cloud reflections on model adding to that realistic look.

I didn’t get too much information from it unlike the cel shader this is because although lighting is relevant and this has given me ideas for my lighting and how to do it this will still require trial and error.
So how will this be useful in my project. Well you see I want to work on a custom anime sky starting from a PBR therefore, understanding how the PBR are made will help significantly. On another hand the movement of the cloud scrolling texture would also help however, we can class this as an additional bonus. If we have time.

Fast & Furious as 10 movies with a 11 in development releasing in 2028. In order for me to understand what makes a good car trailer I have decided to take a dive into the film series. However, I haven’t got a large amount of time to watch each induvial therefore, I decided to watch the top 3 IMDb rating. Understanding the different shots and how they were used in the car scenes. As it will also let me reach my audience reception. For each movie I will also look at the reviews to try and understand why the ratings average around 7.

In this movie they plan a heist to steal $100 million from a corrupt businessman in Rio de Janeiro while being pursued by a relentless DSS agent. With amazing car scenes and cinematic shots which is perfect to study from.

This is a long shot as the cars are presented as small and the world is huge. Having this long shot is to create one of the first scenes within Fast 5. This can help show speed and that they are vulnerable as there is no where to hide presenting how high risk it is.
The cars are now shifted towards a close point of view with the distance being hazed. But it is still a long shot but instead of focusing on the world this shifts to focusing on the cars your attention is also shown with how narrow the road is.


This is a close up shot. This emphasises how powerful the car is. Also looking at the reflections and how lighting effects the car. This is definitely a shot I want in mine.
This is a close up shot which shows the competitiveness and the what comes next waiting game.

Here is some recording on the brand new Forza Horizon 6 gameplay in order to get the overall feel of the cars stiffness and throttling allowing me to make it more acuate. This will help because having a hands on experience will help me.
My original idea was to make a cinematic trailer featuring the cars I mentioned in my planning however, due to spending too much time making the cars I decided I had to change my idea as learning cinematics could prove hard and therefore, I ditched the idea. I then moved to my second idea which was to create an open city with moving cars using the cars from the cinematic trailer as I thought creating AI cars would be easy as I have done humanoid AI’s however, after a week I was deeply mistaken and as I had even more limited time than what I had I to mash up what I had. Which lead me to my final idea which was to make a simple racer which will allow me to clutch the deadline in the neck of time.
However, you can break down all my ideas with the basic list
These are my top 3 main things I wanted to feature within my projects. Therefore, the concept and ground work was mostly the same. For each it was a matter of how well I could handle my time management.
Below you will be able to find my journal of what I have been doing. My fails on the above ideas and how I got the results I did.

To create the Sky I used 2 things which helped me get the results I wanted. This is because finding original anime skies are hard to find and therefore, I had to turn a realistic HDR into an anime sky.
The first resource I used a tutorial done by Comfee Mug. They went very in depth into what I needed to do and why I needed to do it. This helped me understand how to do an anime sky and the fundamentals to making anything from realism to anime. Such as using nodes such as color ramps to create contrasts within the model.
https://polyhaven.com/a/kloofendal_48d_partly_cloudy_puresky
I then used a site called Poly Haven which allowed me to find a sky that I wanted to use. I used the same one as the one in the video this is because I didn’t want to do many changes and believed that it would be good enough for me.
The licensing is classed as CC0 which means it is public domain and you can use the raw file for all purposes, all without asking permission. Can not be trademarked by anyone.

Here is the finished product of what I made imported into Unreal Engine 5. This was a simple process however, later I will have to play with the lighting this is because the default Unreal Engine lighting isn’t great for this sky.
I also had a play with the default lighting values. To get the end result I did. This is probably the best I could have done as coloring and lighting isn’t my strong suite. However, thanks to the lighting research I did on PBR and the tutorial above I was able to make something nice.
Making a YouTube Car
This is the tutorial I am using in order to create my car . This is because the final results they got is what I want to achieve. I decided to do the car from the video this is because it would let me get a understanding of the method they used.
Part 1

In part 1 we was laying out the references. They did it in away I have never thought of doing before. What happens is it is a plane that you put the image on you then cut it where you want it spit then parent it and position it to the reference. This is amazing as now you don’t have over sized images and makes it a little easier to follow.
Part 2



In part 2 we being to start making the car. We covered the modelling the hood and creating the side fender. This video helped a lot as seeing where they placed the cuts made me realise that I wasn’t cutting properly where I need to. This took a lot longer than expected as I kept rewinding the video in order to understand it better. But before I move to the next part I want to try and tidy mine up and make it more similar to his. I decided to post it on Twitter and got a feedback from the guy who made the tutorial. The hardest thing to do with this model is try an get the indents correctly. However, his feedback was very kind and thoughtful. Having the creator comment on my model has made me feel more motivated and that it is worth carrying on with.
Part 3


In part 3 we covered how modeling the Front Bumper, air intake and details and creating turn signal cutouts. I felt unsure however, the positive feedback I got early on from Josh motivated me to keep going and not start from scratch. The hardest thing to do within the modelling process right now is the indents and adding small touches which has always been a weakness of mine however, in this model I feel like I am improving slowly. You can see it is coming along nicely but does lack a little bit of the small details this is something I am working on getting better at.
Part 4


In part 4 we worked on the windshield & Glass. This was the shortest part so far and overall I think I am doing very well with the tutorial series. Mine is a little less detailed and more jagged than his however, for a first attempt at a new method I am doing very well. I have also learned a few new techniques. I feel like I need to play with some vertices in order to best make it look better.
Part 5


In part 5 we worked on the Soft Top & Windows and now it is really coming together. My main goal isn’t to go 1:1 but instead to get it to look very similar. So far this is good but I need to play with it which I still haven’t done this is because I am worried I would break the model therefore, I have now created a back up and should be able to modify it without worry.
Tweaks


I created a backup project and decided to make some noticeable changes such as the grill is no more acute to the model. I also removed duplicated vertices this helped a lot in managing the topology. There is still room for topology improvements. However. this is coming along nicely. I also made the light more pronounced. I now feel ready to do Part 6. I have also decided that I don’t want to do the pop up lights that is a key feature of the car this is because on a time crunch there is no point adding details which don’t matter too much. I enjoyed doing these tweaks because it wasn’t part of the video and was nice to have a small break.
Part 6


I resumed the tutorials and we focused on the doors & side body. However, I did run into a little issue which was my mirror modifier not applying properly. To overcome this I just place it by hand which gave me more control over where the rear wheel fender. I feel very uncertain about the side coming along this is because theirs is much more smoother than mine. I don’t know how to feel about it cause well… There is a huge difference but I think I might keep it so I understand the method then I will work on it again maybe after mustang. However, that is very time consuming and will be the last of my priorities.
This is the most liked post so far for the MX5 this liking has made me more wanting to carry on with this car due to the positive feedback however, the edges are a bit harsh to me so I want to smoother them out some more.
Part 7


So I did some refining on the sides as feedback from both myself said it looked too lumpy on the side to fix this I added a sub division modifier. This has a lot of vertices as it is and that the sub division is X2 there is going to be a lot of geometry. I feel like there needs to be more attention to deal and to optimise the amount of vertices on the mesh. In this part we spent a long time refining the side as well as adding the door handle. Part 7 was mostly a 2nd segment of part 6 however, this was good as I think the pacing of the videos are amazing. This is honestly breath taking on how this is coming together.

Here is a wireframe view as you can tell it is mostly made of quads which allows better topology however, there are way to many varices to manage so when the sub division is applied by 2 then it will be very dense. This is NOT how it looks in the tutorial as his wireframe is minimal but I added more cuts to give more control to the mesh but in reality it has made it much hard to work with. I feel like I need to have a play with it before it gets too late to make it match the blueprint the best as I can.
Part 8


In part 8 we worked on the rear fender, trunk & taillights which turned out alright this took a long time to get right as I realised that my topology was getting too different to the tutorials making it harder to follow step by step. However, putting that aside it is coming on well. I am now approaching the half way mark and this is worth it. I have scanned a lot of it and he makes a higher poly version of this soon. However, I will not be wanting this as I don’t think that it is needed for the project I want to create. I also do not want the pop up headlights as they won’t be need for the trailer therefore, if I don’t need it then I won’t make it.
Part 9


I have now reached the half way point rear bumper & undercarriage are now complete. Although there are imperfections and things that don’t look right to me in this model this is something that I am proud of. My topology still sucks but I think I will amend it once the car has been made to the best I can do it. This is important to do as I plan on UV wrapping the model this is because it will benefit it in the cel shader. As I hope to get a physical based cel shader to work.
Part 10 + Tweaks 2


I decided to do some tweaking to the wireframe at this stage. This is because I felt the wireframe was too dense and was making it hard to work with. I then decided to cary on with the tutorials which now added the mirror and antena. It is coming along nicly however, there are still a lot of inperfections which it part of the learning process.
Part 11


This is where I was doing things in a rush this is because time is running short however, based on the feedback I was getting from Twitter and from friends I was doing very well.
Part 12


We are nearing the end however, out of everything I have had to model for this car I found the wheels the hardest. I don’t understand why I found them hard because in my head it was simple. But this is the final version of the car this is because if I progress any further I won’t be able to make the Mustang which I want to make.

I rigged up the car now it was ready to set up inside of Unreal Engine. This is the thing which I thought would be the hardest however, I was mistaken as I found the modelling on some areas of the car to be harder.
After watching the YouTube video I feel like my understanding of blender and how to model has grown. I will be using the same method they did but for the Ford Mustang.

First I used Figma in order to help me scale and organize the plans this is because this was a issue when making the MX5 therefore, to prevent this I used figma. I then imported it into Blender which looked very aligned. This was something I relied when making my MX5. Though I tried to fix it I never found a decent scale to build the car on.

The bonnet on the left hand side was my first attempt and I didn’t like it which caused me to redo it a second time which looked miles better than it did before. This shows that time will give you greater results.

I decide to do something a little more different in terms of the front this is because the grill is very different to the MX5 as it is a main characteristic of the vehicle.

I decided to hide the grill as I was unhappy with it and decided that I wanted to redo it another day.

I then redone the grill which was much better using arrays which allowed even spacing between each grill part adding to the realism that I was aiming for the grill to look like.

I then worked on the side and started to do the back. The wireframe looked very dense however, I was happy with how this was looking.


Today is the day I finished the mustang as I needed to get it done and therefore, I feel like I have lost significant quality to what I wanted to do. In conclusion my Mustang turned out alright however, I did have to rush it towards the end otherwise I wouldn’t have time to move to something else and therefore, it didn’t look as good as what I thought it would be. I even had to copy and paste the MX5 wheels to cut back on time however, this would have proven futile in the future as I still couldn’t set it up. I also rigged it up expecting for it to be ready by deadline however, I was mistaken.

The road was very simple to do it was just a cube which was scaled down and wide. Then with a bunch of cuts. Why cuts? Well this is because in order to get the road to deform it needs geometry so the splines can blend the mesh. The more cuts it has the smoother the transformation will be along bends whereas, less will be more sharp. This is what the mesh looks like in Unreal Engine with it’s texture as the blender preview didn’t look exiting.
https://freepbr.com/product/highway-lanes-pbr/
For the texture of my roads I decided to use PBR materials which is physically based rendering. This is often with realistic type of games. However, I believed that it would match my game.
The licensing for this is free to use unless I plan on using it these commercially. For a college project this will be fine as it is free to use with no plans on releasing it and making money from my product. However, for those who are intreased in doing it commercially there is a $16 fee which will allow you to use all PBR materials.

https://freepbr.com/product/stylized-grass1/
https://freepbr.com/product/pine-forest-ground/
For my map I wanted to use a landscape that had PBR materials on them. This is because I wanted the world to feel more natural and that it the player blends into the world. This also made me learn about landscape layers this is because I wanted to hand paint the ground myself to make the world feel stylized as humans often see realism as perfect whereas, in stylized art which I mentioned in my research there is room for human error.

Now I want to do my track before painting this is because I can get a sense of scale and structure. I wanted to add elevations to the roads as well for a more styled track. I also made this track in my planning in figma. This is a great start.

After thinking about my game felt missed match I decided to use the industry standard color pallet and therefore, I decided to make my own texture in figma. This was very simple to make and fits a low poly cel shaded look.

After doing the landscape spline method I found out that Landscape Splines are designed to modify terrain, while Spline Components are designed for positioning actors. However, recreating the map this late on meant a possibility of not finish on time. Therefore, I decided to dive into the the dark side of Unreal Engine and do C++.
https://medium.com/@werysgamestudio/unreal-engine-landscape-spline-to-spline-component-3733d97f33ee
This was inspired by a post I found on Medium which made the fundamentals to my spine system. I did also find a plugin however, it was out dated to Unreal 5.3 and was uncomeatable to 5.7 therefore, I decided to make my own. Which gave me amazing results as it is very customizable.
I attempted some of this work myself, following the medium post and having Claude on the side if I had any questions. Which came in handy as it was teaching me where I was going wrong and answered the questions in a easy to understand way. The reason why there are so many spline points is because of how dense I made it. I made it this dense because I wanted the AI to be as smooth as it could. This is bad for optimization but for the fact there won’t be a lot for the project optimization isn’t a huge worry.

Great it works but I have ran into an issue. You see the PC at college don’t have VS 2022 installed therefore, when trying to open my project on the other end I couldn’t. So now I had to think? How could I fix this without messing with the system I have already? Answer package it as an plugin. This plugin would compile all my c++ into an easy to use plugin. This fixed the issue I was facing.
https://github.com/KingOwen2006/LandscapeSplineToSpline/tree/main
In the above link you will be able to access the Plugin and it’s source code in order to copy what I managed to achieve.
Now I have got it plugin now I can move to the logic of the blueprint. On how the AI can follow the spline. Let’s have a look.

First part of the code is the sequence 0 this checks to see if the spline actor which we made is valid and if it is it moves to the next node which is the chain of events first we have a function which is the main source of how it works. As it calculates the steering input.


Let’s have a look at the function shall we? On the left we away to track the spline meaning the car should snap to the spline to follow it. On the bottom we set the speed of the car these values are very customizable. Then now we found both the speed and spline we can do the steering calculations. Then after the branch node we draw debugs which allow the developer to see where the car is heading and where.
In short it continuously finds where the car is follows the spline and works out how much turn it needs with the speed.

This calculates the throttle which is different to speed. Throttle is the input that controls the power whereas, speed is how fast something is.
Due to the fact that the Mustang took longer to develop than expected and issues when trying to create it’s blueprint I needed to come up with some replacement. How am I going to make the cars feel different. I then looked to my research particularly the gameplay footage that I took. I relished when racing with the MX5 all other cars was also MX5 just different colors therefore, I decided to make that feature myself and for once it was easy.

So when the game start it picks a random color between the set materials within a range. This was super easy.


So I was facing some significant issues on FPS and saving. At first I thought it was something to do with Luman or Nanite (Unreal Engine lighting system) however, this was a fix for the FPS as I had to manually edit the ini files this was just changing some statements from true to fales and lowering the values so it could get a stable FPS.
When I went to save it would take up to 30 mins and therefore, I really wanted to get this fix as this wasn’t helping with the motivation of the project. So what was the fix for auto saving? Well you see there are 2 main file formats that Windows reads. exFat and NTFS. Well NTFS comes with the benefit of data reliability via journaling therefore, the issue was that each time Unreal was building everything from scratch instead of having that journal.
Attempt 1

I tried to use the unreal mannequin a test subject before making my own models and importing them this is because I want to create. However, this did not work well and in attempt 2 I changed my test subject. I used a material function however, it didn’t adapt to the lighting well.
Attempt 2

I decided that I wanted to add the P3 character from my research this is because it would give me a better test subject before importing my own models. This was a choice in order to try and get it as close as I can to the original product.


This is what I got for my second attempt this is slightly different from the first attempt. I decided to take a very similar approach this still uses a material function but this time it is blended between a regular material to. Which basically gets the material function + texture allowing it to be more optimised than having to redo the same function in multiple materials. In this I still think I need another version this is because it lacks in signifcant characteristics to that guilty gear has.
Attempt 3



Instead of using a material function I have decided to do it for each as the only thing that changes is the texture which allows duplicating easier. Material function also had different effects to the cel shader. This is also three banded giving it more of a anime look however, it doesn’t look as nice on the character. I feel the more I attempt the cel shader the further away I am from achieving it.
Attempt 4
For attempt 4 I decided to have a break and work on the MX5 so then I could actually have a game ready model so I could test it on. It was also at this point I began to run out of time. Therefore, I went with an easier option and used Post Process this is because it was an all round way of it being quick but good results.


I decided to use this YouTube tutorial in my final attempt this is because I was running out of time and I needed to get something done quickly. I was able to understand the tutorial and have comments which allowed me to greater my understanding of it. Post processing wasn’t the way I wanted to go however, I am pleased with the results I got and therefore I could start working on something else. Due to also making the car it wasn’t properly UV edited meaning physical cel shading wouldn’t have worked.
I found a video which was very useful this is because it went into much depth on what I was supposed to of done and therefore, I was able to set up the car perfectly however, something felt off. It was the values so I decided to do further research into cars and how I could make my MX5 feel better.

Here is what the event graph looks like it was very simple as most relied on another plugin called chaos vehicle plugin which is great because it mean I didn’t have to do too much to it.

I also created a Chaos vehicle wheel which allowed me to customize how the Car presets interacts with the world for example it’s radius and about of slip and fraction I could use. I duplicated this blueprint and made it for the rear wheels to but changed a few values to give it the look I wanted to get.


This lead me to discover throttle curves. Why did it make a difference? Well this is because it controls the engine’s power and speed which allowed for nice acceleration. However, 2 things still remain off which was suspension and wheels. But I decided to move on as I still have another car to do.

Now both cars are inside of Unreal Engine with the cel shader applied meaning I can set up the mustang.


I also set the blueprint the exact same however, I ran into some issues setting the Mustang up. Due to I only had a few days to set it up I have decide to abandon it this is because I am unable to finish all on time therefore, I only managed to get one working car.
Although I got it to work I noticed that the scaling was completely off and learned how it is important to make sure that you have scale in games and not just shrink them down. This is because it messes with the physics.

When the player hits the checkpoint it checks how many you have crossed and make sure that it knows what was your last. Which if last lap is finish then that event triggers.

In the finished event It checks the current lap to see if you can finish the race.


As mentioned in planning I was going to have some very basic UI. This is how it works. First we have the play menu which set the players camera at location that is facing front of car. Why did I do this? Well it was to add more depth within the play menu. This is done by the spring arm changing location because of rotation. When play is pressed it reverts it back into it original state which is the default player view. I made this using my own logic this probably wasn’t the ideal way as this is not an industry standard technique.

There is nothing in the other UI apart from text labels which we fetched and set the value within the MX5. This goes for the same as speed since I made this using my own logic this probably wasn’t the ideal way. However, as this was made using my own knowledge I am very proud that I got it to function.
This is the final product that I was able to produce in that said time. My game is still very buggy however, I didn’t have time to fix this.
If you like, you can also try it by downloading here. Just extract the archive, and run the executable.
The original ideas vs the idea that I followed through with was very different entity. The idea started as a cinematic however, this idea shifted due to the shortened time as I spent too long creating the cars. Therefore, my idea shifted once again to an open world explore game where there will be AI’s that go on road and follow traffic regulations. I thought that this would have been easier however, I was deeply mistaken. Why? Well this was because unlike humanoid AI, Car AI was completely different to how I thought it should have went. I then noticed the time scale on the project getting really close to dealing and therefore I had to make it so that it followed a simple track. This was because it was too late to back out of plan B and too late to come up with something new therefore, plan C was to create something out of what I already had.
So how did this effect me and my workflow. At first it was like there was a wall in front of me which I couldn’t overcome however, I prioritized the a finished product as a prototype rather than a flushed out game.
However, this wasn’t in vain. This is because I managed to pick up many new skills throughout the time.
With so many skills that I picked up on the way I can say that it was fun developing the project.
The original plan I had was to create a cinematic experience taking things from movies such as Fast and Furious. This would have been integrated with numerous shots from different angles. Still featuring both the MX5 and Mustang. This was to show my progression within the college and feature both my favorite and my friends favorite car. Strongly using the symbolism of how far we got.
However, I didn’t follow through with this idea because I didn’t think I had enough time to completely learn a new skill and that I wanted to rely more on the skills I already had and to refine them to be better.
My plan B was to still use both MX5 and Mustang this was because I wanted to have some visual differences within the open world map. I was going to use a landscape spline to draw the road then I would have cars that followed the laws of driving with moving pedestrians however, the car AI was what stumped me and I knew if I carried on there was a good chance I wouldn’t of had any playability.
Okay time was crushing me at this point. I didn’t have a “finished product” so what was my plan? Well I already had a semi AI follow the track as well as 2 completely modelled cars. I also had the cel shader. So out of the tools I had already what was the best course of action? Well to keep using them but at a much lower scope. So with the logic I had already I made a simple track as which was mostly made for “testing”.
I found many bugs within the game such as some collisions being off. The car spinning out of control making it hard to use and AI going of the track.
So before we go into what I think went well and could be improved on in the future let’s hear what other people have to say about my project.
Unit8-FeedbackForm
Unit8-FeedbackFormAns
Looking at my feedback a lot of people have found those bugs which impacted the responses dyadically therefore, I completely understand where they are coming from and that for the time we had for this project more planning and management would of been needed.
I strongly enjoyed learning how to create cars within Blender as well as the owner of those tutorials actually providing me with like each update I posted. This made me more willing to carry on as making the car was hard but not impossible.
I also managed to do my first adventure into C++ which allowed me to create my own plugin. This was a solo endeavor but, I had AI on the side providing me with help when needed. This was also able to overcome the obstacle of the college not having VS 2022 installed on the college computers.
I was able to learn industry standard workflows such as how to make a cel shader, using the correct color pallet. I managed to gain much experience learning about this.
I managed to create a greater understanding of Unreal Engine Blueprint system. This was because I learned about nodes such as when you should create a function or event, how they are called and why it functioned the way it did.
So where did I go wrong so bad? Well let’s start with the scope of the project. No matter which plan I used trying to model 2 distinctive cars was a large time hog. Sometimes I would feel unhappy with the desired car and would often go back to change it. Though the silver lining being that I was able to learn how to make cars and where I’d like to improve in the future.
I was also to hesitant on the cel shader as that was a big selling point into the project that I wanted to create. This often caused me to feel unhappy with what I created and took 3 solo attempts and I finally had to admit it was over and therefore, I had to use a YouTube tutorial. It wasn’t that I was ashamed on using a tutorial but rather I wanted to try and do it by myself and was too stubborn to relies I couldn’t do it.
The main thing which cause the project to fail was the scope this was because I had 2 giant ideas thinking they would be nice to do as I would pick up new skills on the way but turned out I was putting too much strain upon the scope of the project and had to rely on a get out of jail card which was to use the tools I have already created.
I also once again struggled on time management. But , this time for a complete different reason. It was because of the scope thinking I could model 2 cars and make a final product I was mistaken. I have never modelled a car before but thought it would be easy. I wouldn’t of been able to model a car if it wasn’t to OZGUR SARAL so thankyou. His tutorial helped massively.
Something that I wasn’t expecting to interfere with the project was technical issues. This is because both college and at home have PC which are powerful enough to run Unreal Engine. There was many problems such as long save times this was a huge hit to my motivation as some saving sessions would take over 10 mins. FPS was another issue I don’t know how this came about due to the simplicity of the game however, in the end it worked out.
This project has taught me some important lessons. Such as how things that can appear simple at first can be hard to integrate. How it is important to follow the plan. Why it isn’t god doing something completely different to what you intended.
Although the project didn’t go to plan at all. I wouldn’t say that for the experience gained. Which to me as a developer is important. This is because I learned many new skills, delt with obstacles along the way and how to go around them in future. These skills I believe will help me a lot in the future such as plugin creation, and growing in the modelling field which is where I want to focus on in the future. So no I didn’t manage to hit any of the goals I wanted however, it has been very educational.
In future I would research before thinking of my idea. How? Well with the help of the internet I would be able to hunt down any sources of which I want to implement and how long they would take to implement. This would help with the scope and time management of the project.
Guest, G.Z., Jarod (n.d.). Kloofendal 48d Partly Cloudy (Pure Sky) HDRI • Poly Haven. [online] Poly Haven. Available at: https://polyhaven.com/a/kloofendal_48d_partly_cloudy_puresky.
Facebook.com. (2019). Forza Horizon 6 Official Community | a genuine question i’d like to ask the devs for Horizon 6… | Facebook. [online] Available at: https://www.facebook.com/groups/3662750987162018/posts/25766383699705430/
Gumroad.com. (2026). Unreal Engine Vehicle Rigging Addon for Blender. [online] Available at: https://continuebreak.gumroad.com/l/uYsaQ
http://www.automobile-catalog.com. (2018). Horsepower and Torque curve for 1990 Mazda MX-5 Miata (man. 5) offered since mid-year 1989 for North America. [online] Available at: https://www.automobile-catalog.com/curve/1990/63530/mazda_mx-5_miata_export_usa.html
paradigm (2013). dyno graphs for vortech supercharged 99-04 cars… [online] Modded Mustang Forums. Available at: https://www.moddedmustangs.com/threads/dyno-graphs-for-vortech-supercharged-99-04-cars-drivability-peaky.304514/