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Making Of 'Joyride'

By Richard Homola
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Date Added: 9th December 2009
Software used:
3ds Max

The car is ready so let's move to the environment. I didn't want anything complex because the viewer was still supposed to focus on the car. So I just created simple desert with few details like small stones and cracks in the ground. Everything modelled with basic polymodelling again as you can see on the pictures

774_tid_04_caddy_ground_wire.jpg
774_tid_05_caddy_ground_clay.jpg
For the stones I used only spheres and displaced them with a procedural cellular map.

774_tid_06_caddy_ground_rocks_clay.jpg


Lighting

The lighting was very simple. Just one direct light with area shadow and blue skylight as you can see below.

774_tid_07_caddy_scene_clay.jpg
I wanted the image to be a bit dynamic and show some action. So the best way was giving it an illusion that the car is speeding through the desert. I positioned the car like it was coming close around the camera and then I had to make a dust behind it.

After few tests I decided to use Glu3D for it. I created a simple particle cloud system and used Glu3D to create a blobmesh around it. Then I collapsed the whole thing into editable poly. I fixed the shape with FFD modifier into the right shape that I wanted and added some displacement with cellular map again to make it more "bumpy". There was no plan to make an animation with it so I just made everything for this particular frame and point of view. You can see the result below.

774_tid_08_caddy_dust_clay.jpg




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