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Making Of 'Alfa Romeo 2600 Sprint'

By Aleix Serra
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Date Added: 13th March 2013
Software used:
3ds Max, Photoshop, V-Ray

When I finished the modeling process, I started to set up the lighting. I decided to use VRaySun (Fig.05). I also added a V-Ray dome light. I turned off Affect Diffuse and Specular, and I left Reflection on. This light just gave me reflections, so the main light was going to be the sun. To achieve this I put in an HDRI of a city that I found on internet, as initially, I was planning to make a little environment of a city (Fig.06).

1683_tid_FIG05.jpg
Fig.05

1683_tid_FIG06.jpg
Fig.06

You can achieve the first impression of you work using V-Ray RT. Change your renderer, next to Activate Shade, to V-Ray RT. Don't forget to change the mode, from Production to Activeshade mode. A new window will appear and then in a few seconds you will get a previz, which is close to high render quality. The magic of this is that you can move your camera and the render will automatically refresh. It's a powerful tool to refine your composition, change materials or tweak the lighting. I wanted some contrast so I changed the intensity of the sun (Fig.07).

1683_tid_FIG07.jpg
Fig.07


When I was happy with the camera position, I started the environment. I used these two photos from CGTextures as a reference (Fig.08 - 09). The modeling was quite easy; it was just an edit poly with some extrusions. What is important here is the texture. I added an Unwrap modifier to the geometry and fitted all the pieces to the texture. In this case I used Planar projections, which got the work done (Fig.10).

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Fig.08
1683_tid_FIG09.jpg
Fig.09

1683_tid_FIG10.jpg
Fig.10



 
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