Automotiv Cars

Kamis, 10 November 2016

honda cars dealer




let's start with some workspace adjustments. if you are using one display, it's good to have this space for reference pictures. for shading it's good to start with 3/4 front view left bottom space i will use for node editor. create environment with hdr texture i've created especially for shading process. it is in texture/env folder. create new window for realtime rendering and one for selection the geometries. make sure you are using gpu for faster preview. you can adjust the cam.
for shading process is more then enough. switch to the viewport rendered mode and you are ready to go :) as you can see materials assignments are there but materials don't look good. create simple diffuse shader for the ground. make it middle gray or darker if you want. in this case there are two parts with car paint. one is just red car paint and one is carping with stickers (like you can see on the side doors). remove node connections and create new material (grp_carpaint). i had to import those groups from my old project, but you don't have to do it. in node editor just press shift+a choose group and then grp_carpaint. connect the group to the material output.
you can see that it already works like nice dark red metallic car paint. for the moment you can use one material for all car paint parts (without splitting for sticker parts). so one material goes for roof and door for now. for hdri switch multiple importance on and change the res for 1024 to reduce the noise. adjust the colour of the car paint. slide metallic value to the left since it is not metallic car paint. you can keep it higher then 1.1 if you want. you can increase the coat value bit. normally 1.3 up to 1.4 should be ok. you can make it more purple if you want.
hood is a carbon meterial. for now will be ok to keep it just as a simple black car paint. for headlights glass use the another simple material group - grp_glass. move the glass part to another layer to take care of the parts behind. use better reference for the headlights. that silver part looks like painted with car paint so you can use grp_carpaint again. just change the colour to dark fray and make it metallic. for steel_black_mid material (wipers) use grp_metal group. this part here should be plastic, but it's combined with whole bumper. you have to detach it. for plastics you can use the last group i made which is grp_main.
by default the settings are done for glossy red plastic. just change the colour and higher the roughness for less glossy plastics. please avoid extreme values like 1.0 white or 0.0 black. for orange glass we can use grp_glass with some orange colour. that was the best reference i had. so lets keep using it ;) for chrome parts use metal group - grp_metal. for chrome change refl_color to 0.95 and base_color to 0.3 and fresnel 12. this small ring is also chrome. so create chrome one more time or assign the old one. for the lens use the grp_glass but increase the fresnel.
rims are tricky. i was thinking to use metal grp first but you will see later that grp_carpaint will work better. just make it light grey and more metallic. bor brake disc use grp_metal. adjust the values. continue with the other parts. those four material groups will be enough to shade 95% of the car. for the wheel cap with logo you have to mix two materials with the masking black and white texture. create two grp_carpaint groups. and mix them with the black and white texture. just change one of the car paint group. this method is very easy and fast.
instead of using coloured texture here u have much more flexibility to change the colour of the logo or different parameters. in this case logo should be red so we don't have to change the colour of the texture. now probably you know how to finish the car, so you don't need my help. try to shade every parts carefully so it looks good on different angles.


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