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Porsche 356







Description

The entire car is modeled in Rhino. A superb program for industrial products. I know I've said earlier that I hate NURBS, but I don't anymore, rhino NURBS is really cool, and infact very easy, the porsch is actually my first Rhino project besides some tutorials and tests.

It has primarily been made with sweeps and trims, the blend command was used to "connect" the sides of the car with the bonnet. All the edges on the car is filleted, so it doesn't have a single sharp corner.

For the light I used SkyDome a macroscript for MAX that makes a lot of lights inside a hemisphere, to simulate global illumination. (Edit: The script is outdated today)

The "body" of the car got a standard material, with a raytrace mat in the reflection slot, not set too high. The diffuse got a falloff, so the edge of the car gets a slighty different color than the rest.

The metal material is almost like the body, except the diffuse map got a falloff with several white and black colors, and the reflection is set pretty high.

It's all placed inside a big sphere, so the car got something to reflect. The sphere got a gradient map as you can see it in the "wheel shot"

The headlight got a texture map of a real headlight, but it's transparent so you can see something behind it. This is explained under "additional images" under the headlight thumbnail.


Facts

Equipment used: Dual Pentium III 667, 256 MB RAM.
Programs used: Rhino 1.1, 3D Studio Max 3.0, Photoshop 5.0
Completed: Fall 2000.
Face count: 700000.
Number of lights: 371 (Because I used SkyDome)
Render times: 1hour 45min in average for each (2000x1500)
Entire Project used 1.9GB in 968 files.

Additional images: