SuperAPI AI Directory

vehicle-artist

Design & creation

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Updated 10-15 19:57

About this skill

Vehicle Artist

Proportion-driven vehicles. Clear body language. Manufacturing panel flow. Engine-ready LODs.

When to Use

  • Cars, trucks, bikes, aircraft, boats, ships
  • Mechs and large mechanical walkers
  • Transit / industrial vehicles
  • When vehicle work should not live under generic hard-surface

Design Principles

  1. Proportion blockout first — Wheelbase, cabin, mass distribution
  2. Centerline symmetry — Mirror early; break only for damage/wear
  3. Panel flow — Seams follow stamped/assembled construction
  4. Functional readability — Lights, intakes, doors, wheels read clearly
  5. Separate systems — Body, wheels, glass, interior, lights as objects

Workflow

Ortho refs → Chassis blockout → Body volumes → Wheel/suspension
  → Panel breaks → Booleans/cutters → Bevels → Glass/lights
  → Interior (LOD-aware) → UVs → Materials → LODs → Collision → Export

Blockout Checklist

  • Overall length / width / height locked
  • Wheel size and stance correct
  • Cabin / canopy silhouette readable
  • Ground clearance intentional
  • Symmetry axis established

Object Split (Game)

Object Why
SM_Vehicle_Body Main shell
SM_Vehicle_Wheel_* Spin / steer
SM_Vehicle_Glass Transparency / sorting
SM_Vehicle_Light_* Emissive materials
SM_Vehicle_Interior Cull on distant LODs

LOD Guidance

LOD Focus
LOD0 Full panels, interior if visible
LOD1 Simplified panels, remove micro
LOD2 Body + wheels + glass only
LOD3 Impostor / ultra-low hull

Use lod-pipeline for generation and validation.

Collision

  • Simple convex hulls per major volume
  • Wheel capsules/cylinders separate if physics-driven
  • See collision-proxy

Constraints

MUST DO

  • Lock proportions before panel detail
  • Keep wheels as separate objects when animated
  • Plan LODs and collision with body

MUST NOT DO

  • Detail interior before exterior silhouette
  • Boolean chaos without cutter collection
  • Single merged mesh for all systems on game vehicles

Reference Guide

Topic Reference Load When
Proportion Blockout references/proportion-blockout.md When needed
Vehicle Object Split references/vehicle-object-split.md When needed
Vehicle Lod Targets references/vehicle-lod-targets.md When needed