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SL500 Texturing and Lighting

By Simon Reeves
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, mental ray

Lighting setup

I used a HDR from Sachform.de for this scene, one went straight into the environment map slot (instance) and the second one was slightly blurred in HDR SHOP and also mixed with an orange colour in the material editor to keep the light from being too blue, then that was also instanced but to the sky colour in the skylight.

623_tid_image27.jpg
623_tid_image28.jpg

As well as the skylight, I have a 'mr Area Spot' light, with area shadows, and set very orange, at quite a low multiplier, 0.4 as I didn't want very dark shadows.In this image you can see how the scene is set up, I originally textured the back wall completely, but I decided that the scale of the texture was wrong so I scaled it down, I didn't want to change the lighting which I would have if I changed the shape of the wall behind the car, so I just adjusted the UVW's so you couldn't see the edges of the map in the render.

Same with the other textures, I didn't want to waste texturing areas that wouldn't be in the cameras view , so just the parts in shot are textured fully.





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