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Making of 'The HH-60G Pave Hawk MEDEVAC'

By Andre Cantarel
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Date Added: 9th December 2009
Software used:
3ds Max

Texturing

To be able to place all the rivets and details accurately, I wanted to have as many undistorted UV coordinates as possible. I also wanted to be sure that all the pixels on the 3D model have the same size later. To achieve this, I always use the same size of the 'mapping gizmo' on all the parts, no matter how big or small they are. The most frequently used mapping method for this piece was the planar mapping, which was the best solution for almost all of the parts, in my eyes (Fig.06 - 07).

453_tid_ph-article_05.jpg
Fig. 06

453_tid_ph-article_06.jpg
Fig. 07

Here's a rendering of the tail wing (Fig.08).

453_tid_ph-article_07.jpg
Fig. 08


Rendering

For shading, lighting and rendering I used finalRender Stage-1. A big plus for me was the final­Render advanced material which gave me the possibility to bring the shaders exactly into the direction I wanted to have them. The reflections of the hull are a balanced mixture of coloured gradi­ents, a physical sky environment and a HDRI file.
453_tid_ph-article_01.jpg 453_tid_ph-article_01b.jpg  



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Readers Comments (Newest on Top)
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(ID: 148144, pid: 0) John on Sun, 09 September 2012 12:30pm
Hi Andre, Are we going to disuse the use of the Pav at some point was hoping to have hooked up with you by now on Facebook hope to talk soon . Regards John
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(ID: 90807, pid: 0) Cobovo on Mon, 05 March 2012 12:48am
Andre. U can help with blueprints for HH-60G? Thx!
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