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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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