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In 2018, we created a car. We worked with a team of the highest-level automotive designers – for exterior design, Frédéric Gasson and creator of the GT by Citroen, Takumi Yamamoto; for interior design, Arthur Coudert and Maxime Daguet – and tasked them with creating a car that would be a work of art in its own right, as well as a showcase for the astounding texturing results that could be achieved with the Substance toolset.

The result was the X-TAON, a 3D show car of a truly exceptional standard. Thrilled with what we’d created, we released it into the wild, and ran a competition inviting Substance 3D Painter users to texture the car. The results were extraordinary.

Today, we’re revisiting the X-TAON. 3D Artist Ronan Mahon has been working with our Content team to bring it into 2022 with an updated palette of colors and materials. We feel the result is awesome; we’re confident that you will too.

And we’re revisiting the vast range of automotive-themed resources within the Substance 3D Assets collection, which played a major part in motivating the creation of this vehicle. To be clear, we aren’t releasing new assets today – rather, we’re taking this opportunity to highlight the fact that we’ve been steadily adding assets to our automotive collection for years, and it now includes more than 900 resources, comprising models and parametric materials – that is, each material has a wide range of editable parameters, allowing essentially endless variations.

This collection is intended as a resource for professional use, in areas such as:

Let’s look at some of the highlights of this huge collections of assets.

Exterior Design

Car Paints

In providing automotive-themed assets, the precision of the collection of car paints has always been a particular area of focus – after all, paint covers almost every part of the car’s body, and so accurate paint materials are an absolute necessity. Used for both protection and decoration, water-based acrylic paint is applied in layers, with a total thickness of around 100µm (0.1mm).

The Substance 3D Assets collection contains 4 main categories of car paint, with control over parameters such as basecoat metallic flakes, size, orientation, color, and shape. You can even change patterns! These four families of paints are:

You can also use materials combining paints to stamp patterns and grilles. These materials, which complement the basic paints, can help avoid the modeling of complex patterns on some body parts, such as scoops, air intakes, and fenders.

Need to contribute to a greener world? There are highly detailed materials for EV too! Switch to full electric with solar-powered propulsion.

Resources

All of these resources, and many more, can be found within the automotive exterior section of the Adobe Substance 3D Assets collection.

Interior Design

Our asset collection houses a wide range of textiles, leathers, metals, woods, plastics, and more to texture the interior of a car. These aren’t only destined for use within the automotive industry; the upholstery, leather works, consumer goods, and even architecture are suitable for use by artists in a wide variety of sectors.

These parametric materials enable creatives to generate color and trim options using the same overall interior design. This allows a wide range of CMF explorations to be trialed quickly, via a process that is much more cost-effective than fabricating models.

Leathers

When talking about the interior texturing for cars, we must talk about leather. We’ve partnered with automotive industry professionals, and gathered an extensive range of physical samples of different skins, in order to achieve a consistent, realistic library of leathers.

When it comes to working with leather, designers meet the same challenges whether working in the automotive sector, or in upholstery in general. Universally, realism and perceived quality ultimately derive from the craftsmanship invested in the assembly of leather pieces.
Rapid Parametric Visualization

To meet the expectations of these highest levels of craftsmanship, we’ve created an extensive range of materials for CMF designers, permitting visualization of areas such as padded areas of seats, and the backs of seats, but equally areas incorporating fine details such as stitching or quilting. Rapid parametric visualization of such areas is easy, allowing designers to iterate rapidly, and to take firm decisions in these areas without the need to allocate modeling resources.

Car Prototyping

Designer’s Sketches & Mock-Ups

The car design workflow typically starts with the designer’s sketches; thereafter, the designer and modeler work together to iterate on the initial concept, and to precisely define the shape of the vehicle. This ‘speedform’ model focuses wholly on the form of the car, without inclusion of details such as rims or mirrors. It allows designers to gain a sense of the energy and movement of the car – and so, to concentrate their creativity wholly on these core elements of the vehicle.

It’s important to note that mock-ups aren’t always created using the same process. In fact, since they anticipate the validation of visual cosmetics, the process varies according to the part of the car constructed. Designers need to use rapid prototyping techniques, automated multi-axis machining and hand modeling of plasticine.

Our library of materials takes into consideration designers’ needs to visualize this speedform model, whatever the precise methods used in its construction. Clay, and modeling clay such as plasticine, are vital materials at this prototyping stage; the clay materials in our 3D Assets collection reproduce the effects of the various tools used to shape, cut and smooth the surface of the speedform model.

Wood is also used at this stage, notably to create prototype wheels. And foil materials are frequently used to accentuate the contours of certain sections of the body of the speedform mockup. A range of wood and foil materials can therefore be found within the 3D Assets collection.

X-TAON Credits: Video by Ronan Mahon – Color and Trim Design: Anais Lamelliere – Art Direction: Anais Lamelliere, Ronan Mahon, Nicolas Paulhac – Exterior Design: Takumi Yamamoto – Exterior 3D Model: Frédéric Gasson – Interior Design: Arthur Coudert – Interior 3D Model: Maxime Daguet – Branding: Benjamin Marechal, Anthony Genlinso – Project Management: Pierre Maheut, Nicolas Paulhac – 3D Model Preparation: Damien Climent, Ronan Mahon, Onur Dursun – Rim Design and Exterior Detailing: Onur Dursun – Interior Design Detailing and Texturing: Ronan Mahon