Modelling - Exhaust Pipe
Fig. 21 – Main spline drawn Fig. 22 – Spline made visible at render and in viewports
Fig.23 – Chamfers made Fig.24 – Outside part of pipe drawn
Fig.25 – Lathe and UWV modifiers Fig.26 – Arm Fig.27 – Nuts and shaft
Fig.28 – Spline drawn for the handle Fig.29 – View from other Viewports
Fig.30 – Handle ready Fig.31 – Entire pipe with UVW modifier
Some other details are shown below
Fig.32 – Door and rear mirrors Fig.33 – Engine
Fig.34 – Engine Fig.35 – Engine and some of the interior parts Fig.36 – Main lights
Fig.37 – Chassis ready – rear view Fig.38 – Chassis ready – front view
Fig.39 – Model ready Fig.40 – Model ready
So, the model was ready at this stage and it was possible to move on to the following step.
Lights & Materials
To begin this stage, I created a studio environment. I then created 3 light sources and a VRay Physical Camera. Here is how it turned out (Fig.41 – Studio – top view; Fig.42 – Studio – front view):
- VRay Light – the basic light source in the setup
- Target Spot – an additional source for the generation of warm tones; directed away from the car and shining onto the studio
- Omni – for the creation of luminescence behind the truck
- VRay Physical Camera (Fig.43 – Camera adjustments)
To get reflections on the truck I used planes with a VrayLightmtl applied. The Gradient Ramp allowed me to easily adjust the sharpness of the borders of the reflections (Fig.44 – Reflection plane material).
Studio Material
To get more contrast in the reflections from the studio, I put a Falloff map in the Diffuse channel. Without it, reflections in studio on the chrome-plated details would look too similar and boring. Basically, it helped to achieve having additional illumination in the scene, influencing only on the studio, but it was also going to complicate the rendering (Fig.45 – Studio material).

Fig. 45