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Transport<br />
Getting the overall look and feel<br />
Refining the model<br />
09<br />
In the initial stage<br />
of the modelling<br />
process, it is essential to keep<br />
the doors and the main body<br />
as one single object to ensure<br />
the topology is consistent<br />
throughout the entire model.<br />
Once the overall shape is<br />
blocked out, the next step will<br />
involve the detailing of the<br />
current shape.<br />
10<br />
It is vital to get the general proportions correct before<br />
we add edge loops to detail the model, because it could<br />
get arduous trying to change the overall shape once you have all<br />
the details cut into the high poly object.<br />
11<br />
Now it comes to the<br />
p<strong>art</strong> where areas like<br />
the doors and hood will be<br />
separated from the main body.<br />
We do this by selecting the<br />
door area with the poly<br />
selection tool. Then, under<br />
Edit Geometry, click Detach to<br />
create a new object, as shown<br />
to the left.<br />
38 mins<br />
render time<br />
Resolution:<br />
1,200 x 648<br />
12<br />
After separating<br />
all required body<br />
p<strong>art</strong>s, it is time to add<br />
elements like windows, grill,<br />
wheels, headlights, back lights<br />
and interior. The final result is<br />
shown in the image here.<br />
The lighting plan<br />
The lighting setup for this scene consists of a target direct<br />
light for the simulation of the sun. It is set to a relatively<br />
low value and a V-Ray dome light is used for ambient to<br />
add a bit of mood to the scene. For example, I usually set<br />
the ambient dome light at a qu<strong>art</strong>er of the value of the<br />
target direct light. Finally, open up the material editor and<br />
put VRayHDRI into your diffuse slot, then locate your<br />
HDRI and select spherical environment as your map type.<br />
Once this is done, put it inside ‘GI environment (skylight)<br />
override’ under V-Ray Environment. With the help of the<br />
right HDRI image, you should be able to get a realisticlooking<br />
render using this setup.<br />
13<br />
Lastly and also<br />
most importantly, I<br />
want to emphasise the<br />
significance of the headlights,<br />
which are like the eyes of a<br />
vehicle – in my opinion, they<br />
will be the first thing that<br />
attracts people’s attention. To<br />
achieve realism in any image,<br />
the key ingredient is detail. The<br />
image here shows a cluster of<br />
elements such as the reflector,<br />
glass cover and light bulb,<br />
which were all modelled as<br />
separate elements.<br />
239