CHAPTER 03:

a. Paint, Rubber and Metal Materials

The paint on cars is extremely detailed… perhaps more so than what can be truly represented in CG (though there are some great examples out there). For this particular car I created in the diffuse slot a fall off between two blues, to give a depth to the colour. For the reflections I made fall off on a curve, which you can see here…



3a: Note even though the car IS a solid colour, I used a fall off between two differecnt blues.

I’ve found less reflections are better reflections, but it all depends on your colour/lighting. For those of you using GI (global illumination), you will find the sample points needed for a highly reflective surface can be very few as majority of the detail is taken care of by the reflections.

The rubber on the wheels here, aside from the decals, was very simple, a falloff (light shadow) map generating a blue white haze on the illuminated surfaces… (though it is never really seen in the final image.



3b; Here is the rubber material, Note the use of composite maps to make the tyres texture.


<< previous

Ch1 Preperation | Choosing a model | Templates | Guide Splines
Ch2 NURMS | Understanding NURMS | NURMS in practice | Car Elements
Ch3 Textures and Mapping | Paint & Metal | Maps | Composites | UVW hell | Glass
Ch4: Images | FAQ

Tutorial by Morten Munk Rowley at www.munkmotion.com
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