Studio Shots
The M.E.C Mach is part of a group collaboration with Marco Gulla (Designer) and Euan West(CAS). This project was created in Maya and rendered with Redshift which was the first time using it. This project posed as the perfect opportunity to learn this amazing render engine.
Softwares used for this project were Maya, Redshift, Substance Painter, Davinci Resolve and Photoshop.




Airfield Shots







Look Dev
For the tyre in this project I ended up buying a used race slick to have with me when texturing to use as live reference , this proved to be invaluble and was a real leaning curve trying to replicate the extremely subtle nuances of a tyre.
I started of by taking a super high res image of the wall using my FujiFilm XH2 in pixel shift mode which gave me a good base to create stencils of the text for displacement and also grab the decals for the logo. The rest was created in Substance Painter.

The image below illustrates the iterative workflow I followed to finalise the shader for the airstrip. I knew this stage would be critical — if the ground the car sits on doesn’t look convincing, the car itself won’t feel believable either.
The goal was to develop a shader that could be applied to a simple block mesh, with built-in variation and integrated tyre tracks. This way, when duplicating the mesh to construct the full airstrip, the shader details would automatically carry across with variation. The tyre marks were also designed to appear darker when passing over the white painted lines, adding an extra layer of realism and surface interaction.

Some insight into the texturing/ shading process of the different body parts for the MACH.
