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Making of 'Ford Mustang'

By Zdenek Urbánek
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop
464_tid_final.jpg

Introduction

I'm Zdenek Urbánek, I was born in 1987 in the Czech Republic where I live and study. In this Making Of, I will show you something of the process I used to create this scene. For this scene I used 3DS Max 7, and Adobe Photoshop for creating the textures. Firstly, I found many reference images and blue-prints of the Mustang 1965, and used a few elements from other models as reference material. For the blue-prints I made 4 planes for 4 views, and I right-set it with the aid of a box.

464_tid_image01.jpg
Fig. 01

Modelling

I started by creating the wheel. On the tyre, I have done one part which I attach for the right duration.

464_tid_image02.jpg
Fig. 02
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Fig. 03

For the wheel rim, I did this in the same way (Box Modelling). I then made the wheel brace and the Mustang logo which is in the middle wheel. Behind the wheel, I created a simple brake. I made a narrow cylinder in the correct proportion, and to the cylinder I added a lot of holes. This rim, for example, isn't typical of a Ford Mustang, but I wanted it.

464_tid_image04.jpg
Fig. 04
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Fig. 05

The image below is the show render wheel only. This image was done in a Final Render System, but the settings for V-ray were very similar. Regarding the material, I will talk about this later.

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Fig. 06

The image below is the final car model in a wire render and all is ready for meshsmooth. The basic form of the vehicle body was made according to prepared blue-prints (which I discussed at the beginning). Afterwards I added more details, which are very important for the final render.

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Fig. 07

I would like show you some details of the interior - steering wheel, seats, handles - but these parts are all almost invisible in the final render.

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Fig. 08
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Fig. 09

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