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Modeling and Texturing a Classic Fiat 500

By Filippo Veniero
Web: Open Site
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Date Added: 29th July 2013
Software used:
Blender, Misc

Step 5: Light Setup

The light setup is very simple for this render: we'll use a single emission plane on the top of the car. We need a couple of extra channels for the post-production, so enable the Cycles render engine, go to the Layer menu and turn on the Glossy Direct channel. At the end of the render we'll use Gimp to highlight the reflections.

1756_tid_5.jpg
Light Setup

Step 6: Materials and Textures

I usually use simple material setups for my work, so we're going to do the same here. If you want to use the same shaders as me, then you can download them.

Use a standard glass material for the glass and a glossy shader for the chrome material (Roughness set to 0,15).

The car paint should be a mixture of diffuse (80%) and glossy (20%) shader. To make the paint material more realistic, mix two or more colors using a Layer Weight node (download this Blender file for more information).

The checkered stripe will make our 500 look more racer-like. Select the car body, jump into Edit mode and, in Side view, hit U > Project from View. Next export the UV layout and use Inkscape to create the pattern.

Select the tires, then in Edit mode select the side vertex and mark the seam (Ctrl + E > Mark Seam). Unwrap, export the UV layout and use a tire pattern as a bump map (there are lot of files online).

1756_tid_6.jpg
Materials and Textures


Step 7: Render Setting and Post-Production

Set Render Samples at 500 and hit F12 to start the render.

At the end of the render process, save the images (Glossy Dir and Combined channel), open them in Gimp and use the Glossy channel to improve the reflections (set Blend mode to Add or Overlay).

1756_tid_7.jpg
Render and Post-production

1756_tid_500_final.jpg

1756_tid_fillipo_veniero.jpg
Click HERE to see the previous tutorial in this series.

Want to start from the beginning? Click HERE to see the first tutorial in this series.




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