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Ferrari 360 Project Overview 2

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04 more details
rims.jpg (278032 bytes)

05 some problems with the rims, I couldn’t find accurate blueprint so I
Had to make a new blueprint for it form photo I shot

06 again some problems like the rims with the interior cause I didn’t have a lot of reference photo of it so I had to guess some parts as much as I can imagine 
IMG_0178.jpg (1305482 bytes)
07 adding the final touches to the model like the fuel cap to break the
Symmetry of the shape

08 making the engine of the car and this was a tricky because I want it to be light as possible.
f36engn.jpg (200846 bytes)

09 final details adding the logos, door handles,
cph 10.jpg (241794 bytes)

10 preparing the model for the animation by collapsing the model by
Cutting the moving pieces in the car like the doors and mirrors
And setting a beta rig for the car

Step 4 Lighting
Tried some setups but I ended with 3 point lighting setup because it's very easy to tweak overall it did the job and the car lighting is very cool it's ok for now

Step5 Mapping & Brazil Rendering Materials
01 Setting the primary car paint material using
Brazil basic MTL shader.
I used it over the advanced car paint material that’s shipped with Brazil
Render system cause it is faster at setting it up and it is faster in
the rendering time. If you can't control it you can get away with a very Good results .

02 You can't have a good reflection without having an environment to
Reflect. I want it to look good without making a whole reflecting
Environment cause it will take a lot of time to make and to render so
Instead I decide to use an HDRI (High Dynamic Range Image) and the
Benefits for using this technique are:

  • not bothering with making environment
  • putting the car in any environment you may make in the future without effecting the beauty of the renders
  • HDRI gives a pleasant look over the realism. Overall when you put the render time in the equation you find it gives the best result for animation.

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