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Making Of 'GT1 GT-R'

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(Score 4.93 out of 5 after 60 Votes)
Date Added: 17th April 2012
Software used:


There were no blueprints for this GT1 version of GT-R, so I had to use a blueprint for the stock one and then turn the model into this modified GT1 version, which was not a big problem. That's where the spline cage came in handy. I used it mainly for snapping the vertexes during the modeling process. It helped me to keep the edges precise in case I needed to make dramatic changes to the mesh. The main differences between the stock and GT1 car was the width, side skirts, and huge amount of air intakes and outtakes.

I started by modeling a wheel arch from a disc object, and then made a low poly model of the body shell with basic modeling tools. After that was done I just added more edge loops where needed while keeping it all as smooth as possible. I ended up with dense mesh as the holes required a lot of polygons to be perfectly smooth (Fig.04). After the body was done I finished the rest of the car and added lights, windows and a simple interior.


Once the car model was finished, I created a simple parking lot and also covered the surface of the car with thousands of water drops, to make the renders look even more interesting and realistic. I modeled three different shapes of drops and then scattered them across the car using MoGraph (a Cinema 4D tool). It can also randomize the size, rotation and position of the instances (Fig.05).


Texturing and Shading

Another part that I enjoy is UV mapping. For me it is relaxing after the hard modeling work. For texturing I used Bodypaint and Photoshop. Since I used V-Ray for this project, I used V-Ray Advanced materials on most of the geometry. I also used Blend materials and V-Ray dirt, especially on the wheels, where I wanted to mix clean metal materials with layers of procedural dirt.

There are 8K textures used on the body of the car, as I knew from the very beginning that I was going to make close-up shots in the end. I wanted some of the stickers to look pasted onto the surface, so I created a bump map from the diffuse texture. The black part of the car livery had to be glossy so I created a map for that as well (Fig.06).


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Readers Comments (Newest on Top)
Tamrat on Fri, 13 December 2013 8:29am
thats an amazing project. I am a fan of the GT1 GT-R. so brutal (i didn't actually drive it, Shift 2 :) ), job...I bet no one couldnt have said its a 3d render, if you didnt say so..
LCroxton on Fri, 17 May 2013 10:19am
Amazing piece. The only thing I could think to add would be tire marks on the floor. Not sure if that would detract from the image but I think it would really place the car in the scene that little bit extra. Car itself is outstanding. Inspiring work :).
Animaji on Sat, 13 April 2013 1:45pm
So Awesome, do you have a tutorial for this amazing work?
Alex on Fri, 12 April 2013 10:35pm
omg... amazingggg. video tutorial would be nice.
EquiNOX on Tue, 17 April 2012 10:58pm
Good to see you here... Great Making of ... By EquiNOX from CGCars/SMCars
EquiNOX on Tue, 17 April 2012 5:44pm
Good to see you here, explaing making of GTR-GT1...I always have loved your work. EquiNOX from CGCars/SMCars
Metin on Tue, 17 April 2012 2:17pm
Awesome work, Congrats!
Icko on Tue, 17 April 2012 1:22pm
sk: dobre bratku .. :-* en: cool bro .. :-*
Classicgamer-3DT on Tue, 17 April 2012 11:09am
Absolutely flawless modelling, texturing, modelling and final composition, this is what every artist aspires to create, honestly one of THE BEST car renders i've ever seen, work to be proud of for sure, well done!
Igor on Tue, 17 April 2012 10:09am
Top Notch!!! One of my favorite pieces!
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