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Rolls Royce Tutorial


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Date Added: 20th July 2015
Software used:
2050_tid_khaled_08b.jpg

June 2015 Gallery Award Winner Khaled Alkayed shares how he made his winning Rolls Royce using Maya and Photoshop


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Software used: Maya, V-ray, Photoshop, XrayUnwrap

In this tutorial I will explain the process behind my latest artwork Rolls Royce and will focus on the main steps taken in every stage of the work: concept, modeling, UV, texturing, environment, lighting, rendering and compositing.

Idea

The idea came when I was watching movies like Death Race and Mad Max. They gave me the urge to do something similar so I started with Maybach Exelero then Ferrari Enzo and finished here with Rolls Royce. In the beginning my goal was to work in a unique way that distinguished my work from others, which led me to spend quite a bit of time thinking and trying to come up with stranger and better ideas than anything that I've ever seen.

Modeling (Main Shape)

Before I began modeling, I collected lots of images and references for the car; I found blueprints from Blue Print Box and The Blue Prints. To build the main shape accurately, I started in Maya and used Polygon Primitives to model a simple shape (lowpoly) then continued to the details of the car. For a more detailed guide to making a car have a look at this video in which I explain how I made the body for Ferrari Enzo. I used the same principle to make the body for this piece.

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Main body of the car

Modeling (Additions and modifications)

I also collected lots of references for what I wanted to add and modify on the vehicle like the weapons, rockets, wheels, shields and doors. Some sites I used to find things are Prime Portal and Tactical Vehicles News. I worked on every model separately and when it was finished I added it to the main body.

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A blueprint of the car with reference images of the modifications I made

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More references and what they look like on the finished car

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Some models of the modifications

UV Mapping

I use XrayUnwrap plugin because it's a good way to speed up your work in pipeline for UV Mapping. I worked on every part separately as this makes the texturing stage easier for me. Once I was done with unwrapping I applied the checker pattern shader to make sure the UVs were set correctly and look for problems.

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Check UV Mapping by applying checker pattern shader

continued on next page >

 
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