• Facebook Facebook
  • Twitter Twitter
  • DeviantART DeviantART
  • Dribbble Dribbble
  • RSS RSS
  • Buy Art Buy Art

Dangeruss.net

    • Home
    • Blog
    • Portfolio
    • About Us
    • Get in Touch
  • Categories

    • Automotive Art
    • Graphic Design
    • Motorcycle Art
    • Product Design
    • Conceptual Art
  • Archives

    • April 2013
    • March 2013
    • February 2013
    • January 2013
    • December 2012
    • September 2012
    • July 2012
    • June 2012
    • May 2012

Blog

  • View Archive

Monthly: June 2012

The answer is always the same: work harder. Work harder than you ever have in your entire life. Work harder than anyone else around you. Sacrifice your time, your happiness and monetary gain just to work harder. Abandon your notions of fairness. They will only slow you down. Never fool yourself into thinking your hard work entitles you to anything. It does not. It only prepares you to work harder.

— Autoblog.com

Perhaps not the most inspirational quote, but certainly one of the most realistic.

  • June 29, 2012
  • 0
  • 0
Alitalia-500-Abarth

New Art: Alitalia Abarth 500

Viva Italia!

If you’re going to race a tiny Italian car why not secure a big sponsor? Here in fictitious Alitalia livery is an equally fictitious Abarth FIAT 500 racer with lots of carbon and lots of moda Italiano. Original livery design created by Forza4 artist: URC Fightdogg. Thanks dude!

  • June 28, 2012
  • 0
  • 1
2006-Honda-Civic-Revisited

New Art: 2006 Honda Civic Si Revisted

Here is another of my early 2D works brought to “life” in 3D.

I’ll admit the poor Civic never lived up to the performance potential that its visuals might have led us to expect. Even so, I’ve continued to think the design is pretty darn slick.

Im really enjoying this series of revisits and I may have a view more up my sleeve.

Here is the original 2D piece for comparison:

2006 Honda Civic Si

 

  • June 26, 2012
  • 0
  • 0
Time-Attack-Celica

New Art: Toyota Celica Time Attack

This is a re-do of one of my very first automotive artworks, a 2D painting of a red Celica with a cheap “sunset” gradient. I thought I’d revisit it and do it in 3D this time around and see if I could capture the same sort of feel with up-to-date details and techniques. I feel I pulled that off pretty well.

Here is the original 2D piece for comparison:

Totota Celica Vexel

  • June 20, 2012
  • 0
  • 0
Scirocco-R

New Art: Scirocco R (custom)

 

Whenever anyone brings up the Scirocco, we still can’t help but wince a bit at the fact that the United States was snubbed from the car’s second coming. Here’s a sweet metallic blue VW Scirocco custom I wouldn’t mind having in the driveway. JA BITTE JA BITTE!!!!!!

  • June 11, 2012
  • 0
  • 0
BMW M3 GT2

Rahal Letterman Racing BMW M3 GT2 (workflow study)

Most people have no idea what all goes into doing a 3D model, let alone one of a well known racing vehicle. We (Russ really) decided to do a sequence of Work-In-Progress shots for this particular subject, Rahal Letterman Racing’s BMW M3 GT2.

Understand that this is not a tutorial or full detailed all-inclusive series. Think of this like the special feature of a DVD, it’s a behind the scenes look, not a filmography class.

Top

STAGE ONE – 3D Spline Cage

This is the first stage of my 3D methodology.

While I don’t use a spline cage and patch surfacing technique to model, I do use a spine “cage” as a reference for poly-modeling. This allows me to work out my 3D proportions before building polys.

I then use these like a fully 3D blueprint to construct the body shapes. By using splines, I can create smooth flowing curves that help me position polygon vertexes accurately.

BMW M3 GT2 WIP 01

Top

STAGE TWO – Poly Modeling

I typically start with the part I think is going to give me the biggest headache. No sense in doing everything else and then getting to the hard point and not being able to get it done. I’d rather know up front that I suck. But, when I started this project I was tired and wanted to work on easy stuff, so the biggest, simplest stuff got done first. ;)

BMW M3 GT2 WIP 02

Top

STAGE THREE – Poly Modeling (cont)

Like everyone else out there, I only model half of the symmetrical geometry, then apply a symmetry modifier to create the mirrored half.

BMW M3 GT2 WIP 03

Top

STAGE FOUR – Poly Modeling (cont)

At this stage all of the “easy” body shapes are done. The remainder are filled with holes, vents, slots and screwy shapes of all sorts. The rear fender and bumper are just nuts in terms of complexity.

Im not looking forward to doing the bit behind the doors. The ducts, holes, gas filler and wheel opening all conspire to be a “perfect storm” of 3D headaches.  And… the other side is slightly different with an exposed gas filler.
BMW M3 GT2 WIP 04
Top

STAGE FIVE – Poly Modeling (cont)

At this point I have quite a bit accomplished. The remaining body panels have been completed but the front end seemed to have some bumby spots yet rendered just fine.  The front lip spoiler looked a bit too thick, so I will be tweaking that. Overall its resembling a car at this point.  In the next stage I’ll start the wheels and other details.

BMW M3 GT2 WIP 05

Top

STAGE SIX – Wheel Modeling

Many pieces here come together to form the wheel/tire “assembly.”  Certain details on these parts are achieved with displacement maps – not modeling.  The sidewall on the tire is modeled and mapped separately from the “tread” surface. Also the the AP Racing caliper / rotor is not 100% accurate, but for all that you will see in the finished render, this will do.

BMW M3 GT2 WIP

Top

STAGE SEVEN – Front Clip Details

As you can see, I try to model using separate parts whenever possible. When doing high-poly work, there’s very little incentive to model parts as a contiguous mesh. For me, having separate parts makes editing easier, materials easier and when creating things by eye, makes scaling and proportion changes easier.

BMW M3 GT2 WIP 07

Top

STAGE EIGHT – Rear Clip Details

Again, here I am showing the benefit of using separate parts when possible. Most of the sponsor decals are NOT UVW unwrapped, but multi-sub-object material applied to select polygons with unique map channels. In the next stage, I’ll tackle the interior.

BMW M3 GT2 WIP 08

Top

STAGE NINE – Interior Details

Interiors are where you can get away with simple model and texture work. Unless there’s a specific reason to create the extra detail, I don’t. I see long drawn out WIP projects on other fora where modelers are creating every last stitch in 3D. 3D instrument numbers and so on. Nuts. Even in close-ups, that detail is often lost. And for full car shots, most of the time, you barely see the interior. When you’re billing for your time, you don’t spend time doing things the client will never see.

BMW M3 GT2 WIP 09

Top

STAGE TEN – Final Renders

OK!! It’s all done now. Here is the complete car in a 3D garage environment. HDRI are used for ambient lighting and reflections. There is only one light (a shadow casting spot), the rest is IBL from the HDRI. The Garage geometry has been reused from previous scenes with a few new textures to update it and make it match the car.

BMW M3 GT2 Rear

  • June 7, 2012
  • 1
  • 2

I’ve been amazed at how often those outside the discipline of design assume that what designers do is decoration. Good design is problem solving.

— Jeffrey Veen

Quote of the Day

A very defining quote.  That’s exactly how I view and define my work – as creative problem solving.

  • June 5, 2012
  • 1
  • 0
DRN-Company-Car

The New Company Car

Since the light was perfect outside of our newly remodeled Mediterranean offices, I thought I’d snap a quick shot of the New Bentley GT we had build to commemorate the new site launch. (disclaimer: everything you just read is complete BS)

 

  • June 3, 2012
  • 0
  • 0

Copyright © 2002-2013 Dangeruss.net

Back To Top