Gerardo Barbero, Speed Demon, car model

Software Used :

3ds Max, VRay and Photoshop


For this scene my initial idea was to model a realistic car, but I wanted to make an old one, such as you see in the exhibitions. I started searching for references and blueprints on Google, to find one that was interesting to model, and after a long search I chose the Aston Martin Ulster.

Whenever I go to model a car, as well as references, to me it is essential to have blueprints to make an accurate model. I was fortunate to be able to get one, because there are not many blueprints of this 1930s car.

My intention was not to make an exact copy of this model, since there are different versions. I chose the ones I liked and added some personal changes (Fig.01).

Gerardo Barbero, Speed Demon, refrences

Fig.01

Modeling :

The first step was to make the main body. I started with a box, editing one to get the approximate shape, and then I added the turbosmooth modifier and fixed the shape to be accurate to the plane. Next I added small details like the joints of the body through extrusions (Fig.02).

Gerardo Barbero, Speed Demon, template

Fig.02

In this model, I used an unusual method for the realization of some model details such as the grilles on the hood and others, as shown in Fig.03.

Gerardo Barbero, Speed Demon,modeling

Fig.03

I used the VRay Displacement Mod along with a displacement map. This utility is very useful and fast, and it allows you to model precise details that otherwise would have been much more difficult to model (Fig.04).

Gerardo Barbero, Speed Demon,modeling

Fig.04

I also used this method for the details on the tires (Fig.05).

Gerardo Barbero, Speed Demon,modeling, tires

Fig.05

For other parts of the model polygonal modeling was used, similar to that used for the main body (Fig.05b).

Gerardo Barbero, Speed Demon, low poly

Fig.05b

Here is the finished model with turbosmooth applied (Fig.06 & Fig.07).

Gerardo Barbero, Speed Demon, smoothed

Fig.06

Gerardo Barbero, Speed Demon, smoothed wireframe

Fig.07

Background :

Originally my idea was to only make the car, but later I decided to make a background as well. In this case I wanted an old street and I used the same modeling methodology described above, along with a displacement map on the street and some of the houses to create the scene (Fig.08).

Gerardo Barbero, Speed Demon,background

Fig.08

Texturing :

For the car, I used mostly two VRay materials. The parameters that I used can be seen in Fig.09.

Gerardo Barbero, Speed Demon, texture maps

Fig.09

For the background I used textures available on the internet, consisting mostly of the facades of old houses. I also used a vraymtl with a small reflection to simulate the wet effect after it’s rained (Fig.10).

Gerardo Barbero, Speed Demon, background

Fig.10

Rendering :

I used VRay for the render. The scene had one omni light, and an HDRI map for the lighting and reflections. Fig.11 shows the render setup; all the other parameters were left to their defaults.

Gerardo Barbero, Speed Demon, render settings

Fig.11

Here are a few renders (Fig.12 – Fig.14).

Gerardo Barbero, Speed Demon, render 1

Fig.12

Gerardo Barbero, Speed Demon, render 2

Fig.13

Gerardo Barbero, Speed Demon, render 3

Fig.14

Composition :

The rendering was done separately, one for the background and one for the car, to give me more freedom to adjust the final image in Photoshop. I also made an ambient occlusion pass to add more depth and a dirt effect (Fig.15).

Gerardo Barbero, Speed Demon, composition

Fig.15

The values were adjusted for brightness, contrast, intensity, saturation, and this is the final result (Fig.16)!

That´s all; I hope you enjoyed this Making Of and if you have any questions then please contact me.

Gerardo Barbero, Speed Demon, final render

Fig.16

One Response to “Making Of Speed Demon”

  1. Awesome work! Very impressive—Do you do anything with Blender 2.6. V-Ray is rather expensive, so I’m hoping the Cycles-Render-Engine in Blender will be able to take up the slack, in the meanwhile!

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