Modelling/texturing
Using online
references found after researching what cars are used in the force. After
finding blueprints of the car, next step was to start modelling off the
blueprints, because the car was the focus, the modelling had to be correct.
Just by following the shape of the car and matching certain aspects the
modelling of the car got done quick, once the basic shape of the car was done
the next step was to make the interior after looking at a lot of references of
interiors within BMW cars. With the information gathered, it was applied to the
car and with this completed the next step was to texture it.
The texturing was done it two different software’s. the first software used was ‘MARI’ this was used for the car metal and the actual sticker pattern that is on a police car. After doing research on the actual pattern on the police car it wasn’t too difficult to do, because this was done in ‘MARI’ there was lot of control over creating the shapes that match the ones on a police car.
After the outer shell for the car was done, it was time to work on the interior for the car. The software used for this was ‘Quixel’ this software is a part of Photoshop and allows you to in a Photoshop style but allows 3D work in there as well. This programme was extremely useful it helped so much with time and just simply getting the work done, using the materials in Quixel, these materials would be applied to the correct piece within the car and then altering the materials using masks to add certain features onto the different materials. After applying this to the individual pieces of interior it was ready, it was time to start bringing all the parts together and building the car up using the textures and applying the different maps through the shaders within Arnold Because Quixel always exported 5 separate maps so with these maps you would need to plug them into their channels within the hyper shade.
For each piece of the the interior i exported a diffuse map, normal map, reflection map, reflection at normal map and a specular colour map, this would be used to separately alter the materials to match the scene after so i could get the best outcome for the materials.







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