Making Of 'Seat Leon II'

This is a quick tutorial that explains all the process to make this composition. We're going to see how to make the model, materials, lighting, render parameters and finishing the image with Photoshop.

Modelling the bodywork

This model has the minimun polys possible and a "Mesh Smooth" modifier applied to smooth the surface. To start, I put reference pictures of the car in the scene. In this case, In the first place, I modelled the right part of the car in plane. I did it extruding edges. After that, I moved vertex to set up the volume. When I finished this, I started with the back side of the car in the same way. The complete process can be seen in this animated image.

Tips

1. To obtain soft edges, you have to "Chamfer" this edge. If you don't make this, the meshsmooth modifier will smooth this part.

2. To obtain sharp edges, I work with "Smoothing Groups". You have to give one "Smoothing Group" to one face an another different to the other. And don't forget to active the "Smoothing Groups" switch in "MeshSmooth" modifier..

3. To obtain hard angles, you have to "Chamfer" the edge or vertex of this angle. If you don't do this, this angle will be curved in the "Mesh Smooth" modifier.

Modelling the tires

1. Use a picture to reference. Extrude the faces to make a segment of tire.

2. Create a cylinder with the same radius of final tire.

3. Increase the sides of cylinder until every face measures the same size that the created piece of tire.

4. Copy the segment as many times as sides has the cylinder.

5. Apply the "Blend" modifier. Move the angle parameter until the tire is closed.

6. Extrude the border's edges to close the rest of tire.

Wheel Rim

1. Use a picture to reference. Extrude the faces to make a segment of tire.

2. Make one segment of wheel rim.

3. Rotate and copy this segment.

4. Refine the details of the rim.

5. Aply the "Smoothing Groups" to the faces that you don't want to smooth in the meshsmooth modifier

Adding Details

Model the details that you need

Materials

In the principal material (auto body), I used a shellac material. This material obtains a reflection similar to the real car's. It has 2 submaterials. One is the part of surface that shines and the other is the surface that doesn't. The rest of materials are standard.

Hdri Environment and render parameters

This is the hdri image used in this project.

I used a "RGB Multiply" material to tint the Hdri map..

Doing this, I make the hdri's colour more similar to the background. The final adjust is this..

Now, I have to move the hdri environment until the lighting fits the scene. Also I have adjust the intensity of hdri

Finally, I adjust the render parameters

- Only in the skylight I used the tinted hdri.
I have used a VrayMtlWrapper object, making the light bounce in the ground

Finishing the image with Photoshop

To finish the composition, I used photoshop program. I created layers for adjusting the final colour and light, also to fix small failures.

Final Render

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