| | | Erik Sunderland | | Final Scene | | | | | | | | | | | | | | | Midnight Race | |
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| | Inspiration This scene depicts a midnight race down a steep mountain road. The green car that I modeled is winning because the car behind it has just smashed into the rail.
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| | | Objects | Koenigsegg.lwo | Erik Sunderland | | | Tire.lwo | Erik Sunderland | | | Plate.lwo | Erik Sunderland | | | Logo.lwo | Erik Sunderland |
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| | | Textures | nfscarbon.jpg | http://xbox360media.ign.com/ xbox360/image/ article/727/ 727503/ need-for-speed-carbon-20060823092302357.jpg | | | Rim.jpg | http://img.infotropic.com/ w/w060226_3d.jpg | | | Tire.jpg | http://www.andrews.edu/ ~dinsley/ tire tread tut_html_5e2870bd.jpg | | | chrome.png | Erik Sunderland in photoshop. | | | chromeclip.png | Erik Sunderland in photoshop. | | | logo.png | Erik Sunderland in photoshop. | | | logoclip.png | Erik Sunderland in photoshop. | | | plate.png | Erik Sunderland in photoshop. | | | Car | The car's textures are all done using Lightwave presets. In the presets panel, there is a texture under metal called Auto 02. I used that and tweaked the color to my liking. |
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| | Problems and Solutions
I had many problems with this final project. One problem was with modeling. I knew that I wanted to spline model my car but I had never done this type of modeling in the previous projects. It was difficult to get started with splines but once I understood how they worked, the modeling went fairly quickly. I learned that you can only use 3 or 4 splines in a spline patch and that 4 is usually better.
The next problem that I ran into was with HDRI rendering. At first, I did not have the correct type of image. I did not know that there is a special image format for HDR images. I thought the technique used a regular jpg or png image. Once I had the right type of image, I ran into the problem of grainy renders. The entire image looked like it was speckled with bright dots. To eliminate this, I tried different types of radiosity techniques and eventually settled on “Monte Carlo” with a maxed value for “Rays per Evaluation.” Overall, I would say that I learned a great deal from this project. I used techniques that I did not use in any other project to achieve my goals. I am happy with the results but still think that more detail to the car would allow for a better looking final render.
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| | | Time Frame | Spline modeling car | 25 hours | | | Textures | 10 hours | | | Tire | 5 hours | | | HDR lighting | 15 hours | | | Backdrop selection | 2 hours | | | Total | 57 hours |
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| | References
Tutorials about spline modeling: Spline Patch Tool by Andrew Holifield Spline Modeling by Michael Steiner Spline Modeling by Steve Liebenberg Tutorials about HDR rendering: HDR Rendering by Dan Schmittou HDRI Power by David Winston
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