Creation of the Lamborghini Urus project (WebGL-PlayCanvas). Part 6.
This is Part 6 of the tutorial series on building a Lamborghini Urus with WebGL/PlayCanvas.
For those who haven't read the previous parts, here's a demo video.
In this tutorial, we will add front doors to the scene. Set up materials for all new objects.
Access to materials, such as: models in the format "FBX", textures, baked maps "AO" and more, you can get by subscribing to Patreon.
Patreon - 3DGROUNDBy dragging and dropping into the "Assets" panel → "car", add two new objects "SM_FrontDoorRight" and "SM_FrontDoorLeft".
Let's add door objects to the scene. Drag the "Template" doors into the "Car" Entity. If you did everything right, the doors will fall into place.
Nine material slots are available for doors. We will use some materials from those that were created earlier.
Take the previously created "M_CarPaint_Exterior" and make a duplicate. Let's name it as "M_CarPaint_Doors".
For "Ambient Occlusion" change the texture to "T_FrontDoorLeft_AO".
Assign "M_CarPaint_Doors" to "CarPaint" slot for both doors.
Assign the previously created materials such as "M_BlackPlastic", "M_BlackMetal", "M_Chrome", "M_GlassWinds", "M_BlackLeather" and "M_Leather".
Fine. Almost all materials were ready and we did not have to create them from scratch. It remains to create the material of the mirror and turn signals.
Change the "Shading" mode to "Phong". For "Diffuse" set the color to black "0,0,0".
"Specular" and "Environment" settings are pretty simple. See screenshot.
To adjust the material of the turn signals, you need to make the following changes.
In this part, we added door objects and quickly set up, due to the fact that most of the materials were already created earlier.
FAQ
1. What is this article about?
2. What is covered in Part 6?
3. Why is the final stage of development so important?
4. What tasks are usually performed before publishing the project?
5. Why is it important to test all features before launch?
6. Should the project be tested in different browsers?
7. Which areas usually require final optimization?
8. Can the project continue to improve after release?
9. Why is user feedback important?
10. Is PlayCanvas suitable for large commercial projects?
11. What are the advantages of a browser-based WebGL application?
12. Can new content be added after the project is completed?
13. How important is post-launch support?
14. What benefits does an interactive automotive configurator provide to customers?
15. Can the experience gained from this project be applied elsewhere?
16. Who is this article useful for?
Vasyl Lukianenko is a 3D artist and technical author focused on practical workflows, optimization, and production-ready techniques. He publishes tutorials, courses, and tools to help artists work faster and get cleaner results.
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