'Softimage Xsi'


'Making Of ' Mustang Shelby 67'

by Marco Aurelio Magalhaes da Silva
 


Modeling Poly by Poly :



I’ll now illustrate a demonstration in 15 steps of how to use the poly-by-poly modeling method. I used a blueprint with four orthogonal views with good image resolution: Top, Front, Left or Right, and Back. Without blueprints it is much harder to achieve satisfactory results (Fig.10).


Marco, Aurelio, Magalhaes, da, Silva, mustang, shelby, 67, car, modeling, texturing, rendering, modeling, low, poly,
Fig.10



Texturing_Techniques


Materials & Textures :



In this project, I used textures that I found on the internet through a Google search. They were free to use and were not taken from stock image sites. I created most of the final textures in Photoshop CS2. I use this older version of the software because it’s enough for my needs, and the process is the same for newer versions. The main textures have a resolution of 3000 by 3000 pixels, which gave sharper detail. The bump textures were used to create the feeling of depth in some details of the model. The textures used can be seen in Fig.11.


Marco, Aurelio, Magalhaes, da, Silva, mustang, shelby, 67, car, modeling, texturing, rendering, texture, materials,
Fig.11

Shaders & Settings :



For the shaders I used a VRay Material with some adjusted parameters, as shown in Fig.12 and as follows:


Marco, Aurelio, Magalhaes, da, Silva, mustang, shelby, 67, car, modeling, texturing, rendering, material, settings,
Fig.12

Car Shader

Diffuse

Diffuse: R: 0, G: 0, B: 0

Reflection

Reflect: R: 50, G: 50, B: 50 | Falloff: Black and White
Highlight glossiness: 1.0
Refl. glossiness: 0.98
Subdivs: 12

Refraction

Refract: R: 0, G: 0, B: 0
Glossiness: 1.0
Subdivs: 8
IOR: 1.6

BDRF

BRDF: Phong

Glass Shader

Diffuse

Diffuse: R: 0, G: 0, B: 0

Reflection

Reflect: R: 255, G: 255, B: 255
Highlight glossiness: 1.0
Refl. glossiness: 1.0
Subdivs: 12
Fresnel reflections: Enabled
Fresnel IOR: 2.0

Refraction

Refraction: R: 220, G: 200, B: 200
Glossiness: 1.0
Subdivs: 12
Use interpolation: Enabled
IOR: 1.0

BRDF

BRDF: Phong

Options

Reflect on back side: Enabled

Chrome Shader

Diffuse

Diffuse: R: 0, G: 0, B: 0

Reflection

Reflection: R: 171, G: 171, B: 171
Highlight glossiness: 0.98
Refl. glossiness: 0.96
Subdivs: 12

Refraction

Refraction: R: 0, G: 0, B: 0
Glossiness: 1.0
Subdivs: 8
IOR: 1.6

BRDF

BRDF: Phong


Page 3

Your rating:  
  Rating: 3.48, Votes: 21 
Rahul Joshi on Tue, 24 May 2011 10:52am

there are a few issues with the shapes and curves here and there.. like the wheel arches.
Clovis on Sat, 21 January 2012 4:05pm

Marco Aurelio - Nice renders. Congratulations!
Clovis
Bob Theriault on Sun, 05 February 2012 8:32pm

Really excellent work. I have been a graphic and industrial designer for 40 years and know how much talent it took to do this. Excellent!
PYRO on Tue, 16 October 2012 7:26pm

how did you put the blue prints on the perspective view

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