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Materials.
 

Actually there isn't much to say about the materials, there is 28 of them and all of them is finalRender materials. The main body of the car got a falloff map in the diffuse slot, going from black to white and a falloff map in the self-illumination slot going from grey to white, and it's using metallic reflections. The rest of the materials is simple fR materials with a bitmap in the diffuse and a bit of reflections, so all in all none of the materials is actually complicated.

The textures for the scene is mainly put together from various scans and photos, only parts of the headlight and the whole tire is painted by hand. On Fig 26. You can see all the textures used for the scene.




Fig 26.


Lights
 

As I just mentioned I used fR for rendering, and fR supports HDRi (High Dynamic Range images), so I used that for lighting the scene and getting some nice reflections. on Fig 27 you can see the HDRi map I used in several exposure stages, If you want to know more about HDRi you should pay www.debevec.org a visit. My map is angular and not circular as the one you can find on debevecs site. Mine is angular because I used the probe2sphere.max scene that comes with fR. with an angular version the map is much easiere to control. (This can also be done with HDRShop) On Fig 28. you can see the car rendered with different types of HDRi maps, all maps can be found on debevecs site.

Beside the HDR lighting I used a spotlight, no particular reason for this, but I think the car got a bit more depth with it then without.




Fig 27.


Fig 28.

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