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Making Of 'Alfa Romeo Competizione C8 Spyder Studio'

By Arturo Garcia
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Date Added: 14th January 2010
Software used:
3ds Max

For the lights, I used the same procedure and level of details in order to achieve a good-looking appearance (Fig.09 and Fig.10).

228_tid_fig09_light_assemberly.jpg
Fig. 09

228_tid_fig10_lights_smoothed.jpg
Fig. 10



And so, I proceeded in the same manner until the end of the modelling process (Fig.11 and Fig.12).

228_tid_fig11_low_poly_finished.jpg
Fig. 11

228_tid_fig12_high_poly_model_smoothed.jpg
Fig. 12

Texturing

Once I'd completed the whole modelling process and was satisfied that I had achieved my main goal (which was the detailed modelling of the car), I proceeded to apply the materials in V-Ray - all of which are very simple, with little "science" in the preparation of them. I began with the car paint - the values that I used can be seen in Fig.13. For the rims, the values are shown here: Fig.14. The brake calipers have an image on the diffuse as well, as shown in Fig.15. For the sidewall, I generated a map drawing in the bump (Fig.16). 

228_tid_fig13_car_texturing.jpg
Fig. 13

228_tid_fig14_wheel_brake_texture.jpg
Fig. 14

228_tid_fig15_brake_disc_texture.jpg
Fig. 15

228_tid_fig16_Bump_texturing.jpg
Fig. 16





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Readers Comments (Newest on Top)
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(ID: 67226, pid: 0) Nacho on Fri, 02 December 2011 9:55am
Thanks for the tutorial men .I always can learn something :).
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