
I have been working on some prop pieces along with the Riviera, I am building “kits” that can be tiled and configured in different ways to quickly create dynamic scenes . The above image is an example I threw together in about 20 minutes. I will be updating the scene tomorrow, and I will post another render when I am finished.
I have been trucking away at the textures, normals, spec maps, etc… on the Riviera since the last update.
Below are two progress renders:

I’d say I’m about 85% done now. There’s some details I still plan to add, a few areas need touching up, and the weapons need textures… Other than that this asset is pretty much completed.
From this point on I wont be posting anymore renders from 3DSMax. I will be posting in-engine images from UDK. They will give a better indication to how the car looks.
-Johnny
While this is not the most visually appealing post on the blog, I wanted to give my self a small pat on the back for finishing the UVW unwrap on the Riviera… I’ve never been a fan of unwrapping models, I find it tedious. Thankfully Jon & Bradd showed me some pelt mapping techniques I had not tried before, and the process was sped up quite a bit!

It might not be apparent in this images, but those checkerboards are ruler straight! Thanks Pelt Map!!!
I should hopefully be posting final, textured, renders and in-engine screen shots of this asset by Sunday night.
[This post was edited by Johnny on 2/5/2010]
After a few rounds of “How did I do this before?” and countless crashes from the Unreal Editor, we have two of our three custom cars drivable in game. They aren’t finished being modeled, nor are they textured but they’re setup and ready to go as actual vehicles. Once they’re completed it will be as simple as reimporting the skeletal mesh and driving away.

After reading Bradd’s latest update I feel like I should put something up here also. It seems like just last week I was the only one with any car related posts… and now BAM Bradd’s got his truck started and I’ve seen the mustang Jon is building, which I hear through the grapevine will be unveiled here shortly.
As for me, I have finished the modeling stage of the car and I am now knee deep in Mudbox and photoshop. I will be posting my progress sometime before next Monday.
Haven’t posted in a few days so I figured it’s time I post a progress render for the Riviera.

Click the image for full size.
I’m pretty much 100% done with the model, I have a few poly’s to tweak that you can’t on the bottom, and then it’s off to mudbox for some sculpting. After that I’ll be working out the final details in Photoshop. Can’t wait to finish and drive it around in Unreal!
Spent a few hours tonight working on the armor for the Rivie. I also added some Rocket Propelled Grenades to the roof. I’m not 100% sold on the RPG’s yet, but after some tweaking I’m sure I’ll find something I like.

Click the thumbnails above to see a full size image. The armor still needs a lot of work before I’ll be satisfied with it, but I will admit it’s looking better than I had anticipated so far.

Started work on the weapons for the Riviera. In the film, the car only has machine guns. I plan to up the ante a bit and add a few RPG’s to the roof, and possibly a door mounted weapon.
The plan is to have the armor and weapons modeled by next weekend so that I have plenty of time to texture, rig, and setup in UDK.
While we discuss how to best create the buildings for the race track, I did some more work on the Riviera.
Here are a few progress renders:



There’s still a lot to do before I begin to add the weapons and armor. I want to make sure I have the best possible base mesh to work with before I move on to the fun stuff…
I must begin this post with a tip of the hat to Bradd. I was having trouble getting the holes in the Rivie’s wheels just right, and he swooped in with some suggestions that were spot on. My thanks go out to you good sir.
Here are two renders of where I am currently at on the wheels for the Riviera.

The light setup used in these renders is not perfect, but I think it get’s the point across.