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3d art

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Transport<br />

Lighting the scene<br />

Creating the environment<br />

Before you st<strong>art</strong><br />

09 to work on the<br />

lighting, you need to find a<br />

fitting background. We did<br />

many tests with various photos<br />

and tried many angles to<br />

effectively blend the car into<br />

the environment. We also<br />

wanted to show the empty<br />

road to bring a sense of<br />

loneliness and isolation to<br />

the scene.<br />

1 hour<br />

render time<br />

Resolution:<br />

4,096 x 2,444<br />

When happy with the<br />

10 final staging of the car, try<br />

to get the light to match the<br />

background and get the same<br />

ambient lighting on the car. Firstly<br />

work on matching the light angle and<br />

brightness, so you can then work on<br />

matching shadows. Try working with<br />

black-and-white images, so the<br />

colours won’t be a distraction, and<br />

concentrate on the contrasting and<br />

corresponding shades of grey.<br />

Once the car is<br />

12 incorporated into<br />

the background, split the<br />

rendering into separate<br />

passes such as Occlusion,<br />

Shadows, Reflection/<br />

Specular, Color passes for<br />

different p<strong>art</strong>s of the scene.<br />

By rendering everything<br />

separately, you give yourself<br />

more freedom within the<br />

composition. This is<br />

p<strong>art</strong>icularly important as we<br />

are going for a very stylised<br />

and unique look, which avoids<br />

a straight CG render feel.<br />

Combining and blending all<br />

of your passes in Photoshop<br />

is the key.<br />

When you have the car angle sorted out and the<br />

11 strength of the light matching that in the environment, you<br />

can st<strong>art</strong> working on the final composition. Don’t worry overly<br />

about the environment itself at this stage, as you’ll be heavily<br />

overprinting it later. In LightWave 3D, use Camera Projection to<br />

project the background image onto the ground plate to easily<br />

match the shadows.<br />

Modelling the scene<br />

While modelling, the biggest challenge we faced was the<br />

placement of the details. We wanted to create the feeling<br />

that everything had a purpose and had been placed there<br />

for a reason. Knowing that the final object would be quite<br />

heavy, we st<strong>art</strong>ed with a proxy model of the car and<br />

placed all the proxy details on it. The base car was<br />

modelled from two different trucks and later armour<br />

layers and details such as screws were added all over –<br />

modo’s Mesh Paint tool is excellent for doing this. We<br />

modelled all the details as separate pieces (engine,<br />

rucksacks, guns, ammo boxes, etc) and replaced the<br />

proxy models with finished ones. The model ended up<br />

quite heavy, but with a highly detailed final result. Many<br />

polys could have been removed by replacing them with<br />

various textures (tyre thread, for example), but we wanted<br />

this model to be able to withstand close-up scrutiny.<br />

Once all your passes are rendered, work in Photoshop<br />

13 to combine them in the right way. At this stage, you can<br />

also st<strong>art</strong> working on the background to give it a more painterly<br />

finish. We have painted some city buildings in the distance to add<br />

a little story to the image. Paint the car render itself to fix any<br />

errors and to increase the concept <strong>art</strong> feeling, while also trying<br />

different colour gradings to experiment with the mood.<br />

217

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