Delorean (WIP) Vehicle Asset

This VFX asset was my practice model for learning hard surface modelling techniques and making assets from multiple reference images.

At the time, I was a Layout Artist at ILM and was paired up with one of the senior Modellers, who advised me on how to make VFX-ready models for film and TV.

He suggested making a vehicle. I chose a Delorean because, at the time, the studio was working on Ready Player One, which features the Delorean from Back to the Future!

A futuristic car with gull-wing doors open in a night setting from the movie Ready Player One.

The original intention was to load up the asset at work to check against it for reference, however. I never opened up the asset once while the show was live! And by the time I considered doing so, the asset had already been archived….

This has been reworked countless times to get up to the version we see here (over 100 versions!) But this taught me core principles such as edgeflow, topology, silhouettes, analysing micro details in reference images, and overall the process of hard surface modelling.

As this is a WIP piece, the interior is still under construction, both the central area and the engine section (rear). There is also a final topology pass to ensure everything is nice and clean, not too dense, and with enough holding edges to prevent texture distortion.

However, it’s relatively close! So here is one of the more recent passes until the final model is rendered!


For the most part, this piece was modelled with a sub-D workflow. However, some areas, such as the engine grill and tyres, will use poly modelling techniques to avoid a super-dense mesh (and production-wise, it would most likely have an alpha map instead of geometry if no close-up shots are showing the rear end of the asset).

As this is considered a hero asset, a UDIM workflow will be used, with shells grouped by materials.

Software used:

  • Autodesk Maya (Modelling & UVs)

  • Redshift Plugin (For Rendering Clay/Ambient Occlusion/Wireframe passes)

  • Affinity Designer (For compositing final stills)

What’s a Vehicle asset?

For the most part, vehicles are easy to distinguish as assets that a character can use as a method of transportation. Sometimes, the line blurs when a vehicle doubles as a set piece. For example, trains are a widespread grey area when scenes are shot inside the carriages. Or boats if it’s on or below deck. This is where the distinction between productions and who’s running the show can differ.

However, in this instance, this asset is small enough not to be considered an environment. Questions that can be used to establish if it is a vehicle can be:

  • Is the asset going to be rigged to be animated in motion?

  • Does a character interact with it to drive the asset?

Normally, a YES to both of these will make the asset considered a vehicle. Additional examples where it may not be are if the asset is used for set dressing purposes only rather than functionality. I.e., it’s a broken vehicle from events off camera and is never interacted with by the characters.


Would you like advice on how to model something that’s suited for a VFX show?

As someone with an active, private FB community group, 3DMC (Join here), I’m happy to answer questions for anyone looking to grow their skills as an artist!

You can message me HERE or on my socials at the top or bottom of the website!

Alternatively, if you want to take your skills to the next level… I also offer one-on-one sessions where we can dive deep into areas you’re currently struggling with and work together to improve your skillset!