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3d art

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Transport<br />

g<br />

Lighting and rendering<br />

Lighting is very important when rendering your image.<br />

Too much light can make the materials look cheap. If there<br />

is not enough light, you will not see all the hard work and<br />

detail that was put into your model. Not to mention, too<br />

much light can make your render time longer. In the<br />

rendering settings, I make sure that my Gather points<br />

are set anywhere from 750 to 1,000 and check global<br />

illumination. Use a Skylight setting of 1.5 – without this the<br />

scene will be very dark. You can also add other lights such<br />

as spotlights and omnis. I try to use three lights in some<br />

renderings. Only one light will be used for ray-trace<br />

shadows and the others will be at a lower intensity<br />

to assist with the lighting.<br />

h<br />

07 Detach and attach<br />

Select all the polygons that would make the glass and<br />

detach them. Select the glass again; with all polygons<br />

selected, extrude slightly. From the corners of both<br />

headlights toward the wheel-wells, detach and drag the<br />

inner edges downward to connect the vertices. Now that<br />

all three sections are separated and edges are connected,<br />

chamfer all edges and corners to define the Sting Ray.<br />

Chamfer the edges within the extrude as well. For the<br />

finishing touch, extrude two edges toward the back wheelwell<br />

and connect the vertices g.<br />

08 Custom chrome wheels<br />

St<strong>art</strong> off with a Gengon and make sure that it has fillets at<br />

each corner. Convert it into a poly and extrude all sides by<br />

polygons. Extrude a second time and move them forward<br />

slightly. Extrude a third time and chamfer the edges.<br />

Create a cylinder and convert it to a polygon. Select all<br />

vertices in the middle of the cylinder and scale down<br />

slightly to create the rim. Pull back the outer edge of the<br />

cylinder and chamfer the edges. Scale both objects to<br />

create a realistic custom wheel h.<br />

09 Simple tyre tread<br />

For the tyres, create a plane with sections ranging from<br />

six to eight. Convert it to a poly. Extrude the polygons to<br />

your desired tread. On both ends of the extruded poly,<br />

bring the vertices out to create a slope in the tread. From<br />

here, copy the tread 25 to 35 times, and group or attach<br />

them together. Now bend them in a 365° angle. Take the<br />

outer vertices and scale them downward and add a vertex<br />

weld to your modifier stack i.<br />

g Detaching and welding<br />

is tedious, but when it is<br />

completed it is worth it<br />

h The best p<strong>art</strong> of this method<br />

is the flexibility you can have<br />

with the design<br />

i Space the first copy just<br />

right. When it’s duplicated,<br />

it will flow with the bend<br />

j Cylinders, tubes and boxes<br />

were all used to make the console<br />

i<br />

10 Final details<br />

Make a box with three sections on the top portion to<br />

create the seat. Convert the box to a polygon and bevel<br />

each square individually. Raise each polygon slightly to<br />

form the cushions and add cylinders to each connecting<br />

corner. Repeat the same steps for the back cushion. Take<br />

three polygons from the back of the seat frame and<br />

extrude them to wrap around the tyre. Delete the middle<br />

polygons on both sides and reconnect them to make an<br />

opening. The steering wheel, buttons, monitors, light<br />

bulbs and gas pedals were all made with basic shapes j.<br />

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