Introduction
This
is a Making Of from the first sketch of my idea through the modeling
process and the evolution of the car chassis's look and feel till
the final Mesh. Light, material and rendering settings are not subject
of interest. For further information in that case, look in my VW
Concept Making Of - i used scene and materials almost the same
way as in the VW Scene.
The Idea
My
main idea was, to build a very agressive surreal looking futuristic
car - like every little boy wants to have :). One thing, that could
help very much to give the whole project a realistic touch, is to
take your favourite car manufactur - like BMW in that case - and
look for the design line that you can find in all the current car
products. If you have an idea what BMW is - and what the modern
BMWs are looking like - you know the typical form of the front with
that cat-like lights, the bulge of the engine bonnet and of course
those renal formed air inlets or the BMW logo in the middle.
So, of course it doesn't have to be BMW, VW or
any other known manufactor - maybe you want to model an independent
concept car - the biggest problem in that case is the creativity
- or better i should say no creativity :)
I mean - if you don't want to model a Peugeot Concept - don't copy
the design line - otherwise all people who see your finished work
will tell you even those similarities - and that is never a good
critic for a design.
Now, when i was sure to make a BMW - i was thinking
of the main body shape. I had two options in mind:
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First: A well known v formation like almost
all Lamborghini, Ferrari, Trans Am and so on, have. |
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Another very futuristic main chassis form
is an aerodynamic drop like form, like the Lexus concept car,
well known from the movie Minority Report or the Bugatti Veyron. |
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My final design - it's a combination of
both, i think. |
The Concept
In this case i prefered the drop like design or
a combination ob both - so i made some ugly sketches to see how
the lines work together, not very detailed and not very impressive
- only to get some ideas and form variations in mind.
After this, the fun begins - the modeling process.
I began with two cylinder objects, deleted some not usefull polygons
and during the good old poly modeling process i fiddled around with
some form variations. You can see an overview of the basic modeling
process in this animated GIF:
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each Frame is a Snapshot of nearly a half
hour work |
As i thought the base chassis is finished, i got
another idea for the sides - so i nearly rebuilt all the car body
again. This trial and error process is not very productive but the
result is going to get better with every moved vertex. If you are
not a real designer thats the typical kind of finding your own concept.
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The very first test rendering - many mesh
errors and stupid side design. |
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Modifications on the sides, windows and
on the back parts. |
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Last changes on the back parts, sides
- almost finished. |
The Details
I had some details in mind, who would make my concept
more individual to other concept studies, especially in this case.
Because of the well known car manufactor i had to think of some
very independent details to get a more united design - not only
a collage of some nice existing cars ;)
When i build the chasis it looked too much like
an Audi TT or VW Beatle - so i had to brake the common line - that
made me think of a spoiler. I tried to integrate it smooth in the
existing line - and it worked.
Another very unique design part are those totally
integrated rear-view mirrors. With some BMW typical design elements
- like those sharky gills in it - it works, and i cannot imagine
this car with traditional rear-view mirrors.
But one of the most characteristic things on this
car must be the wheels - especially the rims.i thought about it
for a long time. First i had some very rough rims with big angular
spokes. This would look cool, of course - but would not be that
cold futuristic look i wanted to create. So i got the opinion, that
those speed bicycle wheels have instead of spokes one full filled
wheel - because of the aerodynamic advantages of such constructions.
And this gives a very futuristic look to those bikes - so i made
a very similar version - with some holes for better airflow for
the brake cooling system (never forget the practical part when creating
your own designs).
I made the wheel material like brushed steel -
to preserve the hard and cold all over look and feel.
The Post Work
Every still-rendering needs some post work in Photoshop.
Common changes i make on every image are contrast and color corrections
- but there are some very interesting things that could help you
to save rendertime. Especially on modern still render images GI,
or similar light simulations, help to get the overall looking much
more plastic and even realer then a fake GI with many simple Point
Lights. But the process is very time consuming if you want to get
a smooth result - and nobody likes grain or GI blobs.
Other examples for this problem are blure reflections/refractions
or rectangular Lights. If you don't use high subdivision rates you
will get the same ugly blobs/grain in your reflections or shadows,
for the second case.
So let's have a look at this:
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As you can see i used low subdivision
settings for the reflections and for the shadows - but it
took almost 4h to render the original image. So i got some
ugly graining in the shadows and on the car. |
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So, i opened the image in Photoshop and
slected (  )
the shadows. With Ctrl+Alt+D i made a soft selection of 4px
- finally i blured the selection 4 pixels with gaussean blur
filter. |
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I've done the same with the grainy car
parts - but attention on the sharp parts - exclude them from
your selection, otherwise the overall image looks too blur
- then soft selection again, but in this case only 2px, because
of the sharpner lines - and gaussean blur 2px in this case.
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So look at this result - it took me 10min in PS - if i would
use higher interpolation/subdivision settings in the renderer
it could slow down the rendering for hours. In some cases -
especially on fine parts - it might be more intuitive process
to degrain the parts with the smooth tool:  |
Another problem on many renderings are aliased
edges - with PS you can easily anti-alias them with this tool .
Last main thing that i added in PS was the overglow
of the front/back lights and the lensflares. Of course i could add
the lensflare effects in the renderer post effects - but for still
images i like to have the manual control to play with some settings
like itensity, size, color and so on. I am sure there are many ways
to add lens effects with Photoshop - here is what i've done:
First i added a new layer on top - filled with
black color. Then i used Filter->Rendering-Filter->Lensflare->105mm
size of 100% is almost ok, if necessary i lower the sice later.
Now i set the composition effect for that layer to negativ multiply
and change some brightness/contrast for finetuning. This horizontal
streched flare is not more than it seems - a vertical shrinked and
horizontal streched Photoshop 105mm flare.
Final Images
I hope you enjoyed
this little Making-Of and some of the techniques are usefull for
your work.
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