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Lamborghini Countach 5000QV

Assets + Accessories Lamborghini Countach 5000QV

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Lamborghini Countach 5000QV. Includes five prefabs, in addition to the default prefab with the name: Lamborghini Countach 5000QV, there are prefabs with impulse engine effects, shields, all lights on and all lights on with beam effect enhancement. The CUA node is set to the center of mass of the vehicle, which will necessitate raising the vehicle by about 0.72 meters when loading to a new scene and making the tires even with the ground.

For a quick look at the vehicle, please try the included scene: "countach demo." The demo scene starts off with the default prefab and has buttons to switch to three of the other prefab options.

In this vehicle I chose to make some of the interior materials emissive, I believe that this creates an interesting rendering in VAM, especially for the instruments. I recognize that not everyone agrees with my artistic choices in material rendering, which for anyone interested, I will explain in the spoiler "Farger, why do you make it that way?"

I learned Unity slowly over time, watching tutorials and just by trial and error of working on various projects. I did not even know that there are plugins that assist with loading assets to Unity, so when I made material for 3D mesh objects, I worked through it, one material at a time, fixing any issues with texture assignments for albedo, emissive textures, etc. Doing it in this way actually helped me gain a deeper understanding of what all the various textures could do when creating materials. Therefore, I have developed a decent understanding of the purpose and potential benefits of normal textures, metallic, height maps and ambient occlusion. Let's pause there a moment.

In parallel with my learning in Unity, I have always been an avid user of virtual reality (VR), and from the start, this has been my main method of creating scenes and enjoying VAM. It is my personal experience that assigning many of these textures can result in undesirable and unrealistic rendering in virtual reality. Perhaps that is my personal opinion, and I accept that. Sometimes I feel that normal textures can add a good look to materials in both VR and desktop, at other times, I believe that it has too much of a negative detriment to VR experiences, negatively impacting look and performance. I seek to make compromises for the best rendering for both VR and desktop. Most often I aim for a cleaner look that involves less texturing for things like ambient occlusion and normals. I know some creators disagree with me on this and feel that many of these textures can create a more realistic look to the materials. I respect that as a creative choice, but please know, I do not lack understanding in what these features provide, it is simply my artistic choice to try something different. Beyond the texture options with normals and ambient occlusion, there are many different material types overall, and it is in this area that I enjoy experimenting and creating. I am hopeful that there are others who enjoy the results.

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Vehicle based upon: "Lamborghini Countach 5000QV | www.vecarz.com" (https://skfb.ly/ptZHK) by vecarz is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

The sunset space ball skybox is based upon: "sunset 360° Panorama" (https://skfb.ly/oMXMV) by Bau-3d.ch is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
/SPOILER]

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Latest reviews

Version: 1
A Lambo!! Damn Farger, we didn't get you anything. A++ as always. :)
Farger
Farger
A kind message of encouragement is more valuable than a Lambo, I am indebted to you.
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