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3d art

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Transport<br />

Lighting and rendering<br />

The lighting process is always trial and error<br />

n The box will only render as a<br />

reflection on the vehicle<br />

14 The illusion of light<br />

Create a box the same width as the vehicle and raise it<br />

above the vehicle. In Object Properties, uncheck ‘visible to<br />

the camera’, ‘receive shadows’ and ‘cast shadows’. Make<br />

a material to apply to this box to give the illusion of light<br />

shining down. Create a standard self-illuminating material<br />

of white, with an output of 3.0 RGB in the colour field n.<br />

15 Using the skylight<br />

Add a skylight to the scene from the lights menu. Without<br />

the skylight, the scene will not be illuminated. Set the<br />

multiplier to 1.5, with the sky colour set to white. The<br />

placement of the skylight does not matter as long as it<br />

is in the scene when it is time to render o.<br />

16 mental ray setup<br />

Choose mental ray as your renderer. Under the Indirect<br />

Illumination tab, enable Final Gather and set the rays per<br />

FG point to 1,000. Set the FG Point Interpolation to a radius<br />

of 15.0 and a min of 0.1. Also enable the Global Illumination<br />

and set the maximum photons to 500. For the Renderer<br />

tab, change the samples per pixel to a max of 16 p.<br />

o Multiplier settings, along with the global illumination,<br />

can be increased to make the scene brighter<br />

p Get the right settings in the mental ray engine<br />

to produce a quality finish to the render<br />

Studio<br />

appearance<br />

To achieve the studio<br />

appearance, draw a line in<br />

the right or left viewport.<br />

This line will be in an L<br />

shape. Once the line is<br />

drawn, select the joining<br />

vertices and apply a fillet.<br />

The fillet will allow the<br />

corner of the line to curve.<br />

Apply a lathe to the line<br />

and set the lathe to max.<br />

This will create a wraparound<br />

scene to help with<br />

lighting and reflections of<br />

reflective material.<br />

Tear Drop <strong>3d</strong>s Max (2010)<br />

The Tear Drop was a concept based from the Sting Ray. It has<br />

speakers behind the seat and a dual exhaust for life in the fast lane.<br />

Breezer <strong>3d</strong>s<br />

Max (2007)<br />

A futuristic zipline<br />

car. It is built<br />

for speed with a<br />

streamlined look<br />

and is lightweight<br />

due to its size.<br />

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