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SL500 Texturing and Lighting

By Simon Reeves
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, mental ray

Car body

The car was unwrapped quite simply, mainly with planar maps applied to certain areas of the car, and then any areas that needed to be adjusted, were altered in uvw unwrap

623_tid_image13.jpg

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For the front bumper section I used a cylindrical map that fits pretty nicely around the model, then adjusted the U and V tilling to get the checkered material correctly square and undistorted.

623_tid_image15.jpg

After all the parts have been unwrapped, I scaled all the peices down to fit into the main square. At this point, there is still just half the model unwrapped, so I add the symetry modifier to the model, go back to the unwrap window, and go through the process of fixing the newly created parts, which all contain uvw information, but they all need to be mirrored and attached to the other half.


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