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Bentley Team Project - Modelling

Myself alongside a team of highly skilled modelers were responsible for modeling the interiors for multiple Bentley cars. Processes involved retopologizing CAD data files in low poly and then producing high poly meshes for more detail. UV mapping and various cleanup techniques to remove unnecessary surface details such as indentations, gaps, edges, and light leaks.

I was also responsible for modeling, aligning, scaling and positioning the many variations of wood/metal veneers for each of the cars.

Due to the many different parts we had to retopologize, I was responsible for keeping a record of names for each of the parts, as they required specific naming conventions in order for them to work with the other departments. The new models were then sent across to the engineering department.

This was so they could be re-assembled back into the cars, so we could take a look at them as a team, work out if there were any outstanding issues (E.g. gaps, naming issues, etc.) and then if everything went well, we would then pass them over to the other departments for rendering, texturing, etc.

Privileged to work alongside a team of talented texture artists, engineers, and DVISION during my time at Bentley who were responsible for the final materials/textures and renders to create these highly realistic cars.

Final Image - I was responsible for Modelling (retopology) various areas of the interior leathers, also including many variations of metal/wood veneers. Texturing provided by the texture artists and rendering provided by DVISION

Final Image - I was responsible for Modelling (retopology) various areas of the interior leathers, also including many variations of metal/wood veneers. Texturing provided by the texture artists and rendering provided by DVISION

Final Image - I was responsible for Modelling (retopology) various areas of the interior leathers, also including  many variations of metal/wood veneers. Texturing provided by the texture artists and rendering provided by DVISION

Final Image - I was responsible for Modelling (retopology) various areas of the interior leathers, also including many variations of metal/wood veneers. Texturing provided by the texture artists and rendering provided by DVISION

Final Image - I was responsible for Modelling (retopology) various areas of the interior leathers, also including  many variations of metal/wood veneers. Texturing provided by the texture artists and rendering provided by DVISION

Final Image - I was responsible for Modelling (retopology) various areas of the interior leathers, also including many variations of metal/wood veneers. Texturing provided by the texture artists and rendering provided by DVISION

Final Image - responsible for Modelling/Retopology/UV layouts for the  many variations of metal/wood veneers.

Final Image - responsible for Modelling/Retopology/UV layouts for the many variations of metal/wood veneers.

Ambient Occlusion Render - various areas of the interior leathers

Ambient Occlusion Render - various areas of the interior leathers

Wireframe - High Poly Model

Wireframe - High Poly Model