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You are almost done with the chassis. Work with the different smoothing groups, Num Pad 1-3. Now you will be able to see where you need to add edges to keep the shape of the cab (Fig.04).

Fig: 04

There are now only three parts left to model now, the pinhead, wheels and cab-top. The settings are as follows:

  • polySpheres
  • Subdivision Axis/height: 20

  • polyCylinder
  • Subdivision Axis/height: 10
  • Subdivision Caps: 2

  • polyCube
  • Subdivision Depth: 2

The pinhead is simply a sphere; delete the bottom part and extrude the edges down. For the wheels you need a cylinder with two caps. Select the inner faces and extrude out to create the wheel-hub. The Cab-top is a cube; extrude the side face to follow the chassis contour. Work only with one half of the cube and duplicate when finished with the shaping of the cab-top. 

And we're done with the modeling process (Fig.05)!

Fig: 05

Scene Setup & Lighting

Select a camera angle and make a bookmark. This enables you to always go back to your original car pose when rendering. I encourage you to use the layers to hide/show object in your scene to optimize your workflow (Fig.06).

Fig: 06

For the scene set-up, you need a bright background. Skip any hard edges and use a white Lambertshader with a high diffuse value. Create two side doors on each side of the cab and use a black Surfaceshader. Also create a top door above the cab to reflect the light downwards and use a white Surfaceshader. Do not forget to go under RenderStats for each door and uncheck CastShadows, ReceiveShadowsandPrimaryVisibility. This is done to focus the spreading of the light (Fig.07).

Fig: 07

Lightning Placement and Render Settings

We will work with Mental Ray, Global Illumination and Final Gather. Since we want to see that is actually being rendered in Maya we need to do a Gamma Correction. Follow the suggested settings and then place the lights according to Fig.08 - 09.

Fig: 08

Fig: 09

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