Tuesday, 12 March 2013

C4D Lancia Fulvia 1.6 HF Model

Lancia Fulvia 1.6 HF Model


The first step in creating the car was to set up the front, back, side and top blueprints of the car. This was done by creating four planes which I then added an image of the corresponding blueprint to, by assigning it as a material to the plane. 
Once this was done I enabled point mode and began to create each part of the car e.g. the bonnet, by plotting each point to create a polygon, like a 3D form of "dot to dot". To make the car perfectly symmetrical I only made half of each body panel then applied a symmetry modifier.


Once the majority of the car's body had been created I began to add some the more complicated body panels and details like the exhaust and lights. this was done in much the same way, however many primitive objects were used then manipulated in order to make things easier and look much better.
chrome trims were added to various parts such as the rear window by creating a spline that followed the  edge shape of the rear window. this spline was then added into a lathe nurb modifier, along with an N-Side object. The lathe nurb modifier allowed me to extrude the N-Side object along the path of the spline. The N-side object was used to create the 3D shape which the spline would "turn into". 


This Is a material test of the logo and front grill of the car. I decided to do this as the aesthetics are a key part of this project and I though this would be a good place to check that they rendered correctly. although they look quite effective, the reflections/edges are a bit pixelated in areas and as of my current experience I do not yet know how to correct this.

   
This test was mostly done to check that the bump maps used for the headlights were rendering correctly and also looked effective enough.

I am happy with the overall direction which this model is taking. The overall model is about 80% complete and has taken around two weeks to get to this stage, however my work speed is increasing by each session I have modelling the car.    


The exterior of the car is 99% complete with the exception of the wing mirror. The interior however, is 50% complete up to this date. The interior may take more time than expected as I will have to create more textures for the instrument panel, such as the speedometer etc.. This will be done in photoshop then imported as a material.

Total time consumed in this project at this point is approximately two weeks, averaging around  2-4 hours each day.


Completed textures for the dials and steering wheel. All of the instrument panels were created in photoshop as a bump and diffuse map then assigned as a material in C4D.


After completing the majority of the car, the scene was designed to allow enough space for wide camera shots. Originally I intended it to have more of an industrial aesthetic, however the dark cold tones didn't quite work, so I toned everything up a bit to give it a higher contrast against the car. I then added doors lights and supporting trusses to give the scene function, but also personality.


The whole car is now completed. The interior textures have been fixed along with the addition of toning down the reflections on most materials, such as the chrome and body paint.
The render settings have also been changed to include ambient occlusion, which will help create more realistic shadows. 

1 comment:

  1. Hi Jacob,

    great work. I am working for Milestone (The italian Videogame company) http://milestone.it/.
    We are interested in your work, could you please contact me or my collegue Filippo at marco.calzolari@milestone.it - filippo.franco@milestone.it


    thanks,
    Marco

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