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Making Of 'Ford Mustang Fastback '65'

By Pâşlea Paul
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Date Added: 5th February 2010
Software used:
3ds Max, Photoshop, V-Ray

Texturing

The texturing part was interesting because I had the opportunity to use the UVLayout program to do the UVs. I like this program a lot because it is easy to use (although at first it might seem a bit weird), and has a lot of great features. I strongly recommend you try it out!

Most of the objects in the scene have normal V-Ray textures, and the different texture maps that I used were edited in Photoshop. I used plane, box and cylinder UV-mappings. The seats, were exported into ZBrush for detailing, piece by piece.

I had to export the mesh from Max as an .obj file to import it into UVLayout. I edited the UVs, exported the model to an .obj, imported it into ZBrush and, after putting in some folds, I finally exported the model back to 3ds Max with the appropriate normal maps. The texturing was not that special on the seats; I used the normal maps from ZBrush and normal mapped horses (Fig.16), which I took from a reference photo and created a normal map with CrazyBump. I was planning to use a texture map for the seats, but after some test renderings I realised that the differences between using a texture map and just using a diffuse colour were close to none. (Fig.17)

227_tid_ford_mustang_texturing_16.jpg
Fig. 16

227_tid_ford_mustang_texturing_17.jpg
Fig. 17

Rendering

Rendering was a pretty straightforward process. The important thing to note here is that in V-Ray gamma correction is useful because of the way that V-Ray outputs images in non RGB colour. For this project I used these settings (Fig.18) for the colour correction. For most projects, however, a colour correction of 2.2 in the colour mapping rollout should do, or setting the colour correction curve like this should fix it equally as well (Fig.19).

227_tid_ford_mustang_rendering_18.jpg
Fig. 18

227_tid_ford_mustang_rendering_19.jpg
Fig. 19

The hard part was finding a good camera angle. After spending some time going around the scene I found some camera angles that I liked, but the ones from Fig.20 and Fig.21 are my favourites. After I found the camera angles that I wanted to render, I just pumped up some settings in V-Ray and set up the anti-aliasing and filter settings (Fig.22). And that was it!

227_tid_ford_mustang_rendering_20.jpg
Fig. 20

227_tid_ford_mustang_rendering_21.jpg
Fig. 21

227_tid_ford_mustang_rendering_22.jpg
Fig. 22



Post Production

For this image I did very little post production work, mainly because of the colour corrections that I applied in V-Ray. Post production was limited to simply blurring some areas, editing some reflections a little and also adding a signature.
To finish, I would like to say that I really loved working on this model, and hope that you have enjoyed this "Making Of". Thank you for taking the time to read it.

227_tid_ford_mustang_final_render_23.jpg
Fig. 23



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Readers Comments (Newest on Top)
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(ID: 54793, pid: 0) Iavor on Thu, 27 October 2011 10:33am
Ok, I have a question, I'm a beginner at modeling cars, saw that you put a blueprint and start modeling on top of it, I couldn't find out how you put the picture at the 3DSMax ...?
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