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Lancia Delta S4 Engine

This is a project I poured my heart into, with skills in modeling, texturing, animating, programming, and, most importantly, look-developing. As a 3D artist and rally enthusiast, I take this project as a chance to bring the iconic Lancia Delta S4 into Unreal Engine. A legendary vehicle with insane horsepower, which marks the end of Group B with a tragic accident in Monte Carlo.
The project includes the appearance of the vehicle and details of the engine and the environment with a short rally track to represent the icy track in Monte Carlo with a cloudy and foggy atmosphere.

The engine part displays the iconic Triflux design of the engine body, intake manifold, exhaust, Volumex Supercharger, rear transmission, and the partial exhaust manifold.

3D model viewer

The 3D model focus on the iconic Triflux design of engine body, intake manifold, Volumex Supercharger, rear transmission, and the partial exhaust manifold. 
There are 2 UV sheets for larger meshes and 2 others for small details.

The 3D model focus on the iconic Triflux design of engine body, intake manifold, Volumex Supercharger, rear transmission, and the partial exhaust manifold.
There are 2 UV sheets for larger meshes and 2 others for small details.

The textures for the engine are done in 2 high resolution UV sheets and 2 others for small details. The 3D model is optimized to 125380 triangles in reducing the consumption of rendering performance.

The textures for the engine are done in 2 high resolution UV sheets and 2 others for small details. The 3D model is optimized to 125380 triangles in reducing the consumption of rendering performance.

With limited references, it is challenging to select and combine hundreds of different modifications, redesigns, and refurbishments by various engineers since the 80s,
which appear in different uses of materials, processing techniques, wiring, and piping.

With limited references, it is challenging to select and combine hundreds of different modifications, redesigns, and refurbishments by various engineers since the 80s,
which appear in different uses of materials, processing techniques, wiring, and piping.

The render in Unreal here was created to match the reference as much as possible, which helped me to adjust the details to be more convincing.

The render in Unreal here was created to match the reference as much as possible, which helped me to adjust the details to be more convincing.

A spline function is created to add and adjust wire and cable so I can easily manage them. 
There are 2 trimsheets for wires with many material instances. They have different editable scales, colors, roughness, and bump intensity to add variety.

A spline function is created to add and adjust wire and cable so I can easily manage them.
There are 2 trimsheets for wires with many material instances. They have different editable scales, colors, roughness, and bump intensity to add variety.

The spline function allows me to manage wires and adjust their paths and radiuses. 
It also allows me to change the mesh of connector and plug.

The spline function allows me to manage wires and adjust their paths and radiuses.
It also allows me to change the mesh of connector and plug.

UV 1

UV 1

UV 2

UV 2

UV 3

UV 3

UV 4

UV 4