"Bruttus 4Z " by Joao Milando
My name is
Joao Milando. I was born in Cabinda ( Angola , Africa ) in
1986.
I'm currently living in Portugal just for study
business and while living here I see things that I've never
seen in my hometown.
My CG adventures started years ago (in 1998) after
reading an articles that told me how Tomb Raider was created.
That was when I started to browse at the internet to learn
more about Cg and, here am I right now.
It was difficult to me to learn how to use MAX because
my English was not that good and still not but I finally made
it and started to model cars to start. I've tried character
modeling before but concept cars are what I like to model
most.
Enough talking and let's move on.
Drawing and sketches
Most of you may already know that some sketches are
vital for a modeler when it comes to model a concept car, not
only in cars but for everything else.
I made some sketches for some of my concepts and others
not because I used other cars as reference.
The car that we're talking about, in this article, is
based on the marvelous and beautiful Mazda RX-8 as you may
already noticed. I chose to base this one in RX-8 but I
could've done sketches instead.
Normally, I only create a picture of the side of the
car because, to me, that's what decides how the car will look.
When modeling/painting a concept car, we must be
careful on two things: Style and
Aerodynamics.
Why ? style ?? Well, I'm still
learning about concepts but in what I know until here is that
we must not draw the car just by drawing. We must idealize how
it will be in the society and how the society will live with
that car (for designers and engineers). A stylish car
gets all the attention when it appears in a place
full of citizens and by getting all the attentions,
some citizens can be interested on it and
this interest will be advantageous for the company.
Now, ? style ? isn't everything! When
we think about style we must also think about
Aerodynamics . I don't know much about
aerodynamics but I'll try to transmit you what I know. I can
be wrong! Correct me if that happens.
I love to put some spoilers in the car but, there are
some cars that have enough aerodynamics on it without spoiler.
Some people think that a spoiler is put in a car to give
style. That's not the only thing! A spoiler also increases
aerodynamics on a car that keeps it stable at high speed.
Are you thinking that the spoiler is the only thing
that gives aerodynamics on the car!? Yes? You're wrong! The
car's body also has influence on the aerodynamics. That's why
I said ?we must not draw the car just by drawing?.
Here are two sketches of some of my future
projects.

Modeling
This is the part that I most like.
One of most important things is to have fun and
I have fun modeling my cars .
Note that you must be totally interested in your
project in order to get it the way you want.
Most of you ask me what method do I use or what method
is the best. Well my answer simple, ? Try as many
method as you can and then, choose witch one of them is
suitable for you .?
I use ? Poly Modeling .
That's the method that best suits to me.
I've tried ? Spline Modeling ?, ?
NURMBS Modeling ?, ? Box Modeling
? and ? Poly/Spline Modeling ?.
The last method consists in combining ? Spline
and Poly Modeling ?. I use that method sometimes to
first create the basic shape of an object and then convert it
to editable poly to add the details.
How or from where
do we start modeling the car!? The answer is simple too, ?
You decide where to start. Choose a random part to
start, and then watch out for the results .?
I, personally, prefer to start from the hood. I always
start from the hood.
I also tried to start from the roof. That's a great way
too. I fully advise beginners to start from the roof and
change to any other part later.
Hint : Modeling the exterior (body) is
the easiest part. Modeling other parts such as engine and
interior is more challenging and also increases your modeling
technique faster. So, always try to model everything! Try
modeling the main body, engine, interior, trunk and
suspensions.
Also, this is very important, model the car in
different objects, that is, each part of the car should be a
single piece.
Here are some shots of the progress of the Bruttus 4Z:
Exterior:
 
 
 

Final wire frame:

Rendering
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Well, well,
well... The rendering process!
I use Brazil
Rendering System for the renderings.
I've used
VRay once but I switched to Brazil because VRay is full
of errors.
I don't use
HDR maps for the rendering, yet because I love studio
renderings.
I plan to
make some environmental renderings later after learning
enough about environmental renderings. Right now, I
almost don't know anything about it because I still
don't know to relate illumination and objects with
environment.
I'm currently
working on that.
Materials:
Main Body
For the main
body I use ? Brazil Basic Material
? with Fallof Map
with Freshnel
effect on the reflection slot, since ?
Brazil Advanced Material ? is
not that good.
With
Brazil Basic Material , I can
control the glossiness and Specular. With
Brazil Advanced Material ,
even by setting them up, the main body of the car always
comes out overglow.
For chameleon
painting you can use gradient ramp map on the diffuse
slot or in the reflect slot.
Play around
with your materials in order to get your desired effect.

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Glass
For the
glass, I used Brazil Glass with default settings.
Notice: Make
sure your windows are a box, that is, make sure your
windows are two sided because if you put a plane as
windows, you'll get a window with too much glossiness.
Rims
There are
several ways to show your rims. You can chrome and or
color them.
So, use your
imagination. I normally chrome them.
For the
Chrome material, use Brazil Chrome with default
settings. That should do it.
On the 4Z
Concept rims, I black colored them and added a red
ribbon to give more stylish look.
I advise you
to play around with the settings in order to get better
results.
The rendering
settings are easy here are some pictures on how I set up
my scene:

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At
the end, after setting all up, make a nice shot of your
car in you preferred POV (Point Of View) and show it to
us. Here are some of my favorites rendering
POVs.
That's it! I hope you learned something from this
overview.
This
was my first overview and I did my best to explain
things.
I'll
see you around. |
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(c)Joao Milando, ShadowKeeper |