Website powered by

Lamborghini Huracan

I've been listening to part of the Forza Horizon 2 soundtrack over the past few months and got inspired to model the Lamborghini Huracan. Nostalgia struck, as FH2 and Sunset Overdrive were the first games I got when I bought my Xbox One back in 2014.
----------
I did the modelling in Blender, and the rendering in Unreal Engine 5 (with the help of Epic's Automotive Materials Pack, which is doing most of the texturing for the car). No interior sadly (hence the tinted windows), that will have to be for another time. I subdivided the parts by a few levels to keep it high poly specifically for cinematics, its about 3 million polys.
I used Lumen for Global Illumination, and Ray Tracing for Shadows / Reflections & Translucency. I created the trees in Speedtree, and I used megascans to fill the rest. The landscape is from my "Alpine Vol.1 - 12 landscapes (8k)" pack. https://www.artstation.com/a/15747710
----------
A couple of notes:
-I did not used Nanite unfortunately. In the current version of UE (5.0.3), simply enabling Nanite in your mesh settings does not work. You need to switch the Default RHI in your project settings to Vulkan, and I believe you also have to enable DirectX 12 (SM6, Experimental). Although this made Nanite work for me, Ray Tracing suddenly had some horrible issues and in some cases, was disabled entirely. The settings I had set for Ray Tracing were still there, but it just wasn't doing anything. So I decided to drop Nanite because I didn't want to sacrifice Ray Tracing for it, which is definitely more important here. I believe this is supposed to be fixed in the next "main" release, 5.1.
-In a few of the studio shots, when the fog is more apparent, I actually have Raster turned on for Translucency instead of Ray Tracing. The problem is that the windows render in front of the fog, not behind it, I've seen several people encounter this but have not found a solution yet sadly.

Audio: Liberate by Eric Prydz