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Making Of 'Peugeot Fish'

By Paulius Biesevicius
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(26 Votes)
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| 7 Comments
| Comments 7
Date Added: 26th August 2010
Software used:
3ds Max, Photoshop, V-Ray

Materials, Lightning & Rendering

Almost all the materials used in the car's shading were procedural. I used maps only for the interior cloth and leather. In my opinion, there was no need to un-wrap the model and add some kind of dirt near the wheels or anything like that. I thought that the best presentation for my concept car would be in a clean studio render with clean reflections, where you can see the shape of the car without concerning yourself too much with reality.

The lighting consisted of one key Spot light, two side VRay lights and four big Reflection lights that didn't light the scene. I also used a chrome HDRI map in the environment slot. For rendering, as you will have already noticed, I used the V-Ray rendering engine, and in Fig.05 you can see my lighting setup for the render from the back. Here I have also outlined the rendering parameters that I paid most attention to before rendering.

138_tid_fig5.jpg
Fig. 05


These were the additional rendered elements:
Matte Shadow - to adjust the intensity and colour of the shadow;
Self illumination - to add a glow to the lights later on in the post-production stage;
Specular - to adjust the intensity of shine, or to add some glow to shiny areas;
ZDepth - to add depth to the image;
RenderID - to select and adjust separate parts of image in, let's say, Photoshop

So I took my images into Photoshop, made some colour correction, a few changes, and here is one of my final images (Fig.06).

138_tid_fig6.jpg
Fig. 06



Here is another render (Fig.07) in which I used only one Key light - no Reflection planes. The HDRI represents the photo into which I wanted to compose my render. I also modelled the rough environment geometry, which can be seen in the reflections, but rendered them as matte.

138_tid_fig7.jpg
Fig. 07

And the final one (Fig.08) was placed in a 3D environment that my friend gave to me. It was already textured and I only made some modifications to the geometry, changed the lighting and adjusted a couple of the environment textures.

138_tid_fig8.jpg
Fig. 08

Thanks for your attention and I hope you have enjoyed reading this article. If you have any questions, please feel free to contact me.

138_tid_main.jpg



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Readers Comments (Newest on Top)
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(ID: 22418, pid: 0) Lee Perry-Smith on Fri, 17 September 2010 11:05am
Really cool tutorial and great looking future car!
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(ID: 22085, pid: 0) Neo on Tue, 14 September 2010 8:16am
Man this thing freakin' rocks!!! Awesome work!
Munkybutt's Avatar
(ID: 51741, pid: 812045) Littlephoenix (Forums) on Wed, 08 September 2010 9:07pm
amazing work, love the fact that the body hugs the entire car leaving no + space, wonderful work
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(ID: 20542, pid: 0) Henrik on Mon, 30 August 2010 2:44pm
why don't you do an animation with soft rendered?
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(ID: 20366, pid: 0) Maarouf Alsheikh on Sun, 29 August 2010 2:16pm
it is really nice work, i loved the modeling, the lighting and the rendering. i was hoping to know more about the rigging and if you are using plug-in in the rigging step ? thanks for the article and hope to read more from you
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(ID: 20202, pid: 0) PSicadeLio on Fri, 27 August 2010 7:02pm
Really really wonderful! Thanks for share =)
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(ID: 20122, pid: 0) Bob on Thu, 26 August 2010 6:11pm
Peugeot contests are more and more less interesting with bad level of inspiration and modeling/rendering ...
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