-- MAKING OF --

Final version of 11 teams as they are used in credits sequence with morphings between
the cars.

MCLAREN
FERRARI
WILLIAMS
JORDAN
BENETTON
SAUBER
ARROWS
STEWART
PROST
MINARDI
BAR

I start car modelling with
the original constructors
documentation send by FIA
and a lot of photos.

documentation

Here's one step of the modelling process.

This part of the model has approximatly 5000 polygones.
the final model with full details has 120 000 polys.

wired step
I used the method of Surface Tools and Patch in 3dsMAX.
That's a very nice way to work on this sort of geometry.
shaded step

3dsMAX wired viewport pictures.

Between 1 and 2 days for modelling
and 1 day for texturing.



Construction of the front picture

.1 scene composition:

wire mode, placement of cars, environment and camera.
Ferrari: 88000 polys -McLaren: 86000 polys -scene: 195000 polys

.2 volume check:

Shaded mode, verifying the occupation of the scene and volume.

.3 environment check:

shaded & mapped mode, adjusting textures and shaders of the scene.
the sky and the hill are mapped on a basic plane

.4 lighting:

placement of lights.
-2 omnis
-7 spots

.5 rendering and effects:

adjusting ray-tracing, anti-aliasing and some blur with brighting and blending

-- BACK --