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Making of 'Peterbilt 379'

By Andrey Krygov
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Date Added: 9th December 2009
Software used:
3ds Max

Modelling - Exhaust Pipe

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                    Fig. 21 – Main spline drawn                                           Fig. 22 – Spline made visible at render and in viewports

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Fig.23 – Chamfers made                                                             Fig.24 – Outside part of pipe drawn

258_tid_25.jpg 258_tid_26.jpg 258_tid_27.jpg
Fig.25 – Lathe and UWV modifiers                                 Fig.26 – Arm                                             Fig.27 – Nuts and shaft        

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      Fig.28 – Spline drawn for the handle                                                       Fig.29 – View from other Viewports      

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              Fig.30 – Handle ready                                                             Fig.31 – Entire pipe with UVW modifier

Some other details are shown below

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Fig.32 – Door and rear mirrors                                                                   Fig.33 – Engine                                                


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              Fig.34 – Engine                         Fig.35 – Engine and some of the interior parts                   Fig.36 – Main lights              

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Fig.37 – Chassis ready – rear view                                                       Fig.38 – Chassis ready – front view

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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):

  1. VRay Light – the basic light source in the setup
  2. Target Spot – an additional source for the generation of warm tones; directed away from the car and shining onto the studio
  3. Omni – for the creation of luminescence behind the truck
  4. 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).

258_tid_41.jpg
Fig. 41
258_tid_42.jpg
Fig. 42

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Fig. 43
258_tid_44.jpg
Fig. 44


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).

258_tid_45.jpg
Fig. 45




 
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