'Project Overview'

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"Building the Cobra" by Andy Kay


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Trim etc

All the trim on the car is pretty simple and repeats processes already used. This is nearly always the case when modelling a car (or any object come to think of it) so there's no real need to explain in detail how every part was made. Remember though that details added at this stage add realism, little touches like an owners club badge etc all add up to make your model more convincing

 

Texturing and painting

I made the main texture for the body shell, bonnet, boot and doors in Photoshop although it is so simple it could just as easily have been done with Microsoft Paint.

For those of you who have access to Bodypaint aligning the textures is an absolute breeze. Assuming you haven't then they can be applied using cubic projection but a bit of movement and scaling of the UV co-ordinates will be required. Using cubic projection you should pay particular attention to any visible edges such as the rebates around the cut outs - the texture may just wrap in such a way the white stripe becomes visible. In this case you can spend an inordinate amount of time just moving the UV co-ordinates to compensate.

The tyres use a procedural shader, as do the wheel rims all the chrome and metals etc which will all be C4D specific, however I've illustrated the three basic textures in the screen grabs below, all the rest are slight variations on them. The wood texture for the dashboard is a photograph of a piece of burr walnut and the insert that runs down the centre was added in Photoshop

 

Lighting

Rather than use a GI set up for the lighting I used two arrays of twenty-five omni lights. All set to a low intensity and casting mapped shadows. The first array had lights that generated specular highlights whilst the second array generated no specularity in order to boost the ambient light. The "sky" in this scene is a blurred HDRI image of an outdoor scene showing plenty of blue sky and is not seen by the camera. I used an HDRI map to help boost the specular highlights even though the final render didn't use radiosity.


Summary

I hope you've enjoyed reading this and at least some of it was either relevant or useful to you if you've managed to read all the way through, otherwise I hope you enjoyed looking at all the pictures. My thanks go out to all those on the forums who offered constructive and helpful criticism whilst I was building the model.

 

Software used

Cinema 4D 8.5
Maxon Bodypaint 2
Adobe Photoshop 7

 

PC Spec

3.06 GHZ Pentium 4 HT
2GB RAM
Nvidia Geforce 4 ti4600 GFX card

If anybody wants a more detailed explanation of any stages of the processes outlined in this overview feel free to contact me through the forums.

The model itself is for sale with no usage restrictions on Turbosquid in C4D format with all the materials and textures ready to render for $300.

If you would like it as a DXF file for use in another software package or as a C4D file for strictly non-commercial use I can make it available at a reduced price.

Regrettably I haven't got the facilities to convert it to a MAX object however if anyone using MAX would like the model and thinks they can achieve this conversion successfully let me know and I'll discuss it with you.


Andy K.

 


Andy Kay is

Aged 46 and lives on the South coast of the UK with his long suffering partner Annie, two kids (aged 8 and 5) and the world's laziest greyhound.

Involved with 3D since the days of the Amiga using Imagine and Lightwave for a short time until Caligari released their very first release of trueSpace, which was so different to all the others, it just seemed to "fit". Current 3D software is trueSpace 6.6 and Cinema 4D 8.5.

One of the millions on this earth who suffer from not enough hours in the day syndrome. He is a freelance 3D illustrator working mainly on product and architectural visualisation, software reviewer and regular tutorial writer for 3D World Magazine and occasionally Computer Arts along with independent web site reviews, a Beta tester for 3D software and of course a forum mod here.

Any "spare time" is shared - not always equally and not necessarily in this order between the family, playing the guitar, and 3D.


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