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DTM 8 Series BMW 

This was my first attempt at creating a 3D vehicle. I didn't want to add some parts normal road cars would use, this project from the beginning was to create a version of the 8 Series BMW that hasn't been done. Fuse the great BMW racing cars from the 80's and combine it with a legendary grand tourer. 

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First step was comparing some key traits from the past and present DTM racing cars. DTM means 'Deutsche Tourenwagen Masters' which in essence is a higher tier touring car championship. The vehicles were based on factory cars but extremely modified to be faster in every way possible and able to race for prolonged periods of time. I personally gravitated to the extreme aerodynamics additions which inspired me to create my own version of the 8 series. 

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As this was my first attempt at creating a vehicle i wanted to focus on the aerodynamics and race car upgrades compared to the modelling of the base vehicle. So i used this version of the 8 series from DMI models. Thinking back creating my own would have saved lots of time because optimizing the model to be textured took too long but this was initially an experiment to see if my ideas could be transformed into an interesting render. Before going into detail I blocked out the design to see what proportions looked best.

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I am really happy with the aerodynamic modifications. I feel like this design combines the 80's features of the big rounded front splitter compared too the new age fear diffuser. Although I added some modern elements I wanted this to look period correct for example, the exhausts are side exit and smooth with the side skirts. Also using the traditional BMW louvered hood is a nod to the classic race cars along with the rapid fill fuel tank at the rear.

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Along with making the front and rear of the car wider, the size and profile of the tires changed, helping the car look more serious. It was interesting to see all the modifications compared to the base model. It reminded me of some automotive adverts comparing their race cars to the road equivalent. 

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When modelling the vehicle i wanted to not make it really high poly to reduce on the render time with also considerations of importing it into a game engine. Looking back i wish i just made the model higher poly to help give the final render a smoother more realistic look. Using the wheels and the main body of the 8 series was a decision to save time but optimising the 8 series model was too time consuming.

This was initially a test to see if vehicle modelling would be an easy transition from being a prop artist but, thankfully it wasn't as challenging as i used to think.  Although there are some artefacts on the body kit and this poly count is too high for a game engine with some work this could all be fixed. I did make a clean version of the race car but showing it muddy and worn  helps add some story whilst also adding to the realism. This project has only encouraged me to continue creating bigger projects compared to singular assets. 

DTM BMW

The next step was learning another software package. I learned Keyshot, in this case, to help create more defined and realistic renders. Its a really intuitive software to learn and with a few adjustments, you can change the look and feel of the render rapidly. For this render i added a roll cage and changed the taillights to make the model feel closer to reality. I could spend forever on this model iterating and improving however, its time for the next project. 

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