
Fig. 09

Fig. 10
The interior was fun to do, and having the different reference images really helped me to understand how the interior actually looked. I approached the modelling of the interior in the same way as the exterior, starting with the basic object and then adding details like nuts, gauges, rims, interior lights, vents, brakes, a radio, and so on, and adding pieces like the wheel, main console and the door's interior. Because the seats are the dominant element of the interior, I decided to detail them a little in ZBrush. Finally, I added some brakes, suspension and some general elements under the car, and then made some tweaks here and there. I was then finished with the modelling at last (Fig.11 and Fig.12).

Fig. 11

Fig. 12
Lighting
For the lighting I used a basic setup of three V-Ray lights, two plane lights and a dome light (Fig.13). I used a circular environment because it offers good bouncing light and can be very useful for certain camera angles!

Fig. 13
The settings that I usually use for previewing the different light conditions, reflections and textures can be seen in Fig.14 and Fig.15. I usually use an irradiance map for the primary GI, and light cache for the secondary bounces. Using low settings for the light cache, and high or medium presets for the irradiance map, usually yields a quick and decent preview. This method is good for static images, but not so good for animations because of the flickering that might appear in flat surfaces due to the way the irradiance map works.

Fig. 14

Fig. 15