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Wheel Rotation

We built a controller dedicated to wheel rotation, ensuring each wheel responds accurately to acceleration and movement. This setup helped us achieve smooth and natural rolling behavior without relying on pre-baked animations.

Environment – Rural Australia

For the background, we used the                                                         from Fab as the foundation of our scene. While the environment provided a solid base of natural landscapes, we completely reworked the lighting, mood, and atmosphere to match the cinematic style of our project. By customizing time of day, color grading, and overall tone, we were able to create a unique look that supports the motion and realism of both the car and horse sequences.

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Hair Simulation Enhancement

One major improvement we made was replacing the default mesh hair animation with real-time hair simulation. This gave the mane and tail a more dynamic, responsive motion, adding an extra layer of realism beyond the stock setup.

Modular Horse Integration

For this project, we also integrated Modular Classic Horse the                                                       from Fab. The asset provided a solid base for realistic horse animation, which we extended and customized for our needs.

Gallop

Gallop Left

Walk

Jump

Idle (Main)

These animations allowed us to cover a wide range of natural horse movements with smooth transitions during the showcase.

Suspension System

Beyond the controllers, we developed a custom suspension functionality inside Unreal Engine. The system automatically detects the surface mesh and dynamically adjusts the suspension in real time. This made the car react naturally to uneven ground, bumps, and slopes, giving it a truly believable presence in any environment.

Body Movement

To enhance realism, we created a controller for the car’s body movement. This allowed us to simulate natural weight shifts during acceleration, braking, and cornering, adding a cinematic feel to the overall motion.

Steering Control

A separate steering controller was implemented to manage directional movement. By isolating steering logic, we could fine-tune the responsiveness of the car, making the turns feel grounded and realistic in real-time playback.

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