--
MAKING OF --
Final version
of 11 teams as they are used in credits sequence with morphings between
the cars.
I
start car modelling with |
![]() |
||
Here's one step of the modelling process. This
part of the model has approximatly 5000 polygones. |
![]() |
||
I
used the method of Surface Tools and Patch in 3dsMAX.
That's a very nice way to work on this sort of geometry. |
![]() |
||
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. |
|
.4 lighting: placement
of lights. |
|
.5 rendering and effects: adjusting ray-tracing, anti-aliasing and some blur with brighting and blending |