Making of S600
Making of S600
Ali Ismail
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Spline Modeling
Now max users, dont be intimidated by spline modeling, it really takes nothing to learn. It could be just a little faster than standard techniques, all you need to do is to draw the splines following the blueprints exactly, in my opinion I think its better to draw the curves in corner mode; just draw the curves as you see them in the image it really takes no effort, especially if your blueprints are properly placed. I know the previous image looks cool but we really havent started yet. One more thing to notice about these curves is that the points, or vertices, are aligned in an organised fashion, just check the image (you can also copy splines with the connect option, which will make the crosssection automatically please check your max manual and you will find it all. I dont want to make this tutorial too complicated). Now spline modeling/ surface tools are really simple, just see the image, get the point, only a 4 or 3 sided, to create a surface (vertices or points dont need to be welded, just at the same position). Now you have the main curves which resemble the car and they are accurate, just do the curves which will complete it and make it accept surface modifier to give you the mesh (you should make everything 4 or 3 sided otherwise it will make a hole. After youve made them, just add surface modifier and you will have a nice clean mesh with correct general edge loops. Now the following is how to continue the basic mesh youve created, plus some general tips on things I have notice from that people who are just starting out. The first noticeable thing might be using too many edges, which arent needed. Please dont add any edge loops unless you really need them and its time for them, try to do the basic shape without all the extra edges because it will be easier to edit. If you make a small mistake and you want to change the look of a certain area in your model and you have too many edges, it will be next to impossible to fix the mesh. Re-doing the mesh entirely
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Here are the material settings: your viewing angle) and many more, but if you can understand how it works you can simply apply it all using blend, shellac materials and different falloff maps. The above image is of a car Mirror flicker (you can imagine how much close-up it is. Rendering a studio style render the concept is really simple. Every rendering software has the ability to make objects by generating GI, just make as many objects as you want and think of them as your light sources in your own studio. You can put standard lights in instead of objects as well, but objects are usually easier to change their shapes and looks, and you can give them the same GI material or change each object is properties separately. You can also make the same results using lights, but I find it easier to do with objects since we are going to copy/duplicate them a lot. One thing to mention is that bigger objects will generate more GI than smaller ones by default in VRay, Also, effect of metallic car paint flecks. The reason is that, after observing and checking reference images, I noticed that unless you are doing a very high res extreme close-up image for a car reflecting an HDRI or scene, you can do without One thing to mention, is that my material is not coloured since its black, obviously, but just by changing the diffuse colour of the main material you will be able to have any colour you want. You can try putting different colours in the less glossy materials as well for different effects. The other thing is that I didnt simulate the sparkling it, by adding another layer for: A little trick I used was to not increase the subdivs of the reflective glossiness to give the surface just a bit of a grainy look. Here are car paint flecks in action (reference images), dont forget that car paints come in different variations; some have flip paint (cool paint which changes colour depending on objects lighting effects will decrease when its far away and will increase when its close (Decay). Now after you have made giant boxes, spheres, cylinders and what ever you think would be suitable for lights in a studio simply give them a GI material, (sometimes a properly placed single box can be enough for a great render). You need to play with the GI material settings until you are happy, for my final results I used a VRayLightMtl with a multiplier of 3 and gradient ramps for the texture of the giant boxes, plus different material settings for the sphere and
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other objects. The images show the results obtained from different GI and object reflections. The first one is with the standard giant box on top of the car, the second is with 3 thinner boxes placed around the car. Try playing around with different layouts. The final one is with multiple giant thin boxes and a lot of small spheres scattered around randomly and some spheres organised as if they where lights on top of the car and a few cylinder with less GI multiplier. I also made the scattered spheres have different colours. Now if you hit render and still didnt like the results you could try adding a few lights, it doesnt matter much if they are vray lights or std max lights. It might be partially caused by the decay property of the objects and the fact that the shadows will be softer than what you want if you have too many GI objects. To make the image more interesting you could add an HDRI with a subtle effect to give the feeling of a busy background, which adds to the realism, but you have to make it very subtle so that you can barely notice it, so that it doesnt take over the reflections you worked so hard to get.
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another HDRI. I liked its reflection, just as the image, and I was very careful where to place it so I can get it to reflect on the car body, (you can give it red material for example just to see how its reflecting then give it the texture back). Unfortunately, in max or vray its still not featured to get strong lights to reflect and show rays which would help increase the realism, but for now you can try to add it in later post work. Although the principle for rendering a car in a scene or as a studio render are simple but what makes the difference is each little parameter you need to just keep comparing the renders you have with a real photo with similar conditions to compare and fix what ever you think makes the image look unrealistic.
Ali Ismail
For more work from this artist please visit: www.aliismail.com or contact [email protected]
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