Fig.03a
Fig.03b
Fig.03c
As usual, I started by drawing NURBS curves through the major lines and cuts of the chassis, in order to achieve a kind of 3D grid. This grid made it possible for me to carry out slight corrections immediately by making PRGL¿FDWLRQV RQ RQO\ VHYHUDO SRLQWV RI WKH FXUYHV instead of moving a large number of vertices (which FDQ RIWHQ OHDG WR WKH ORVV RI VPRRWKQHVV %XW ¿UVW DQG foremost, it served as a guideline for the polygonal wireframe and guaranteed perfect roundness. The next step was to form the major surfaces of the model, which in my case slightly resembles modeling in CAD software because the surfaces are not mutually joined immediately but instead interpenetrate each other. The point here was that I was aiming to weld points only when I was absolutely sure that all mutually adjacent surfaces were as smooth as possible (Fig.03a – d). From
Fig.03d
time to time I also found it good to take a look at whether the model results matched the photos, and in such a case the “camera match� tool was irreplaceable (Fig.04). Upon completion of the main body I then got down to the model details. The rule is very simple: the more detail, the better, particularly if enlarged views or close-ups of the model are anticipated (Fig.05). When I was sure that all of the modeling work was considered satisfactory and complete, it was time to start the next stage of work.
Materials & Texturing My projects usually need only a few textures, due to the fact that I currently mainly deal with the modeling of high-poly automobiles and so the texturing ends up as
Photograph by Piotr Luziński Fig.04
simply a bump for the lamps, brake disks, and so on. But with this image I wanted to take a step beyond the usual, in order to achieve the most realistic image possible. As an example, the tree for the tire materials has been detailed in Fig.06. One of the most important roles was assigned to the displacement technique that was applied to the headlights, indicators, lateral surfaces of the tires, and the logos on the bonnet. Although there are many people who would oppose this method and who would prefer to model all the components, I personally believe that displacement has some Fig.05
Scenes
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