Scooter - Volta Yide

Hello guys. This time I came back with a Scooter as personal project. It’s the Volta Yide SE-03.
I have decided make because it’s a type of vehicle that is becoming very used currently and very popular.
I used Blender for modeling, RizomUV for UVs, Marmoset Toolbag for Baking, Substance Painter for texturing, Marmoset Toolbag for rendering and Photoshop for post process.
I’ts has 4 4k PBR Textures sets with 20.48px of Texel Density. I made a Timelapse from the modeling process, you can check out bellow. Also you can follow me on my social media to see more about the process.





























You can see the complete project on the Artstation:
https://www.artstation.com/artwork/x3EL42
Thank you guys. I hope you enjoyed!!!

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I featured you on BlenderNation, have a great weekend!

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Appreciate it Bart!

Nice project!! <3

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You’re on the featured row! :+1:

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Thank you!

Thank you Bart! :grinning:

Amazing work!
:ok_hand:t4:

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Thank you bro!

I made breaking down of my process in a video, you can check out:

Lovely work and presentation! I would prefer to see those wireframes on a solid color, this green overlay on top of render view looks weird.

Also, there is a lot of chromatic aberration going on, I see lots of weird magenta fringes on the edges.

I believe you could get same results if you kept everything inside Blender. Would be a nice project to compare the workflow. Though the mapping and texture repetition could become an issue with only using Blender.

Some of the tie-raps seem only to be for show, they are not tightened :wink:

PS nice showing the modeling process. Im really interested in thos single pieces which are build from multiple pieces. Still need to make an engine for my old Shelby Cobra car i modelled in 2015. I keep neglecting this.

PS did you make that breaking caliper by positioning the base shapes and then simply do a remesh? The video is so fast, tried slo-mo, but seems its jumping ahead to much. It looks 100% a remesh job. Im interested in actually using topology flow and proper modeling. But your approach does save tons of time. Its around this mark: 1:29:14

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Appreciate it bro! I’m glad you liked it.
Thank you for your time writing this. I’ll take this as a feedback.

All the filters that I had used like chromatic aberration and sharpen it’s to bring a good render aspect, to seem like a game asset.

About making in Blender, Yeah I could make everything there, but I prefer baking and texturing outside Blender. And the most studios generally uses a similar pipeline that I used it with Substance Painter and Marmoset.

Oh nice, I hope you can make the engine for your car, I will follow you to see the updates for it.

I “blocked” the baseshape and remeshed, but just to have a base where everything work, cause some parts i couln’t see right in the references, so i made this first bloking to after, make a good topology with just quads. The video it’s too fast cause I was testing something more fast, unfortunatly the people don’t see longs timelapses so I had to made I little shorter cause it’s a timelapse.

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