Making of 'Peterbilt 379'


Introduction
Greetings all, my name is Andrey and I'm from Russia. First of all, I wish to thank the 3DTotal team for featuring my work and this 'making of' article.
To begin, I would like to say that I'm basically a 3D modeller, and so for the creation of this work it was necessary for me to study many articles about the adjustment of lights, renders, materials, and so on. This experience proved to be very useful for me in the creation of this artwork, despite the amount of time spent researching. In general, I think that before starting to do something, it is necessary to have the necessary experience in order to be 100% assured that all will turn out OK in the end.
In this making of article, I will not show you the entire process of creation of the work in detail, but I will go through just the basic stages of production for you and cover some of the things which proved helpful with this particular image.
References & Drawings
After you get an idea for an artwork, it is necessary to then find as much research material as possible to support it and help you to develop your concept. The best assistants in this area are your camera and, of course, the Internet. After several days of research I had photographs of practically all units of the model, and, more importantly, I found some excellent quality blueprints!
Here is my first tip: before placing any drawings in 3ds Max, I go over them to make them harder and darker. By doing this, the colours of the allocated objects and sub-objects will not merge with the colours of the blueprint and cause confusion (Fig.01 - Spline is not visible; Fig.02 - Spline is visible in a window projection). Now we are ready to start modelling!


Modelling - The Body
This truck has a simple form, so I decided to refuse the application of the Meshsmooth modifier (which is present only on the discs, seats and on some of the other details). I began modelling the body with the construction of the basic contours using splines. Further various modifiers were applied to them, and only at the end was the model converted into Editable Poly. The most important thing when using this technique is that you never work with separate parts of the model in the initial stage, only with groups. This very much facilitates and accelerates the process. There is no need to work on each part of the mesh; only after converting to Editable Poly does the cutting and influence on each area begin.
The unique complex moment here was in the creation of chamfers:

Fig. 03 - Basic operations


Fig. 04 - Select edges                       Fig. 05 - Extrude edges


Fig. 06 - Select edges                       Fig. 07 - Chamfer edges


Fig. 08 - Select edges                       Fig. 09 - Chamfer edges



By the way, there is one material which I constantly use, allowing me to very easily control the correctness of the form of the object. Create a standard material with adjustments approximately as shown in the image, and apply it to the object (Fig.14 - Material for control shape of objects).
The patch of light allows me to see any mistakes and discrepancies in the form. If you see an equal patch of light, it means that all is well and it is possible to move on to the next stage (Fig.15 - Light Patches).

Fig.13 - Render result


Modelling - Frame, Suspension Bracket, Transmission & Other Details
These units consisted of huge quantities of details, but to model them was very simple. I basically drew splines, extruded them, and then applied the Lathe modifier or used standard primitives. So here it was all rather simple (some parts of the modelling work for this stage are shown below).
Modelling - Lights


Fig.16 - Basic shapes drawn and vertexes placed correctly          Fig.17 - Spline was ready for edit patch modifier to be applied



Fig. 18 Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Fig. 19 Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Fig. 20
            Patch edited              Converted to poly and turbosmooth modifier   Details added, like glass, lamp and reflector
Modelling - Exhaust Pipe


          Fig. 21 - Main spline drawn                      Fig. 22 - Spline made visible at render and in viewports


Fig.23 - Chamfers made                               Fig.24 - Outside part of pipe drawn



Fig.25 - Lathe and UWV modifiers                 Fig.26 - Arm                       Fig.27 - Nuts and shaft    Â


   Fig.28 - Spline drawn for the handle                            Fig.29 - View from other Viewports   Â


       Fig.30 - Handle ready                               Fig.31 - Entire pipe with UVW modifier
Some other details are shown below


Fig.32 - Door and rear mirrors                                  Fig.33 - Engine                        Â



       Fig.34 - Engine             Fig.35 - Engine and some of the interior parts          Fig.36 - Main lights       Â


Fig.37 - Chassis ready - rear view                            Fig.38 - Chassis ready - front view


Fig.39 - Model ready                                       Fig.40 - Model ready
So, the model was ready at this stage and it was possible to move on to the following step.
Lights & Materials
To begin this stage, I created a studio environment. I then created 3 light sources and a VRay Physical Camera. Here is how it turned out (Fig.41 - Studio - top view; Fig.42 - Studio - front view):
- VRay Light - the basic light source in the setup
- Target Spot - an additional source for the generation of warm tones; directed away from the car and shining onto the studio
- Omni - for the creation of luminescence behind the truck
- VRay Physical Camera (Fig.43 - Camera adjustments)
To get reflections on the truck I used planes with a VrayLightmtl applied. The Gradient Ramp allowed me to easily adjust the sharpness of the borders of the reflections (Fig.44 - Reflection plane material).




Studio Material
To get more contrast in the reflections from the studio, I put a Falloff map in the Diffuse channel. Without it, reflections in studio on the chrome-plated details would look too similar and boring. Basically, it helped to achieve having additional illumination in the scene, influencing only on the studio, but it was also going to complicate the rendering (Fig.45 - Studio material).

Fig. 45
Materials of Objects - Basic Chrome
Some blurriness was added specially to the reflections on the chrome-plated surfaces; the objects were visually not lost in their own reflections and their form was easily readable.

Fig.46 - Basic chrome
Materials of Objects - Tyres
For the tyres I used 2 materials on the basis of the following adjustments:



Fig.47 - Basic tyre material                  Fig.48 - Bump map                    Fig.49 - Displace map
Materials of Objects - Car Paint
This is my special secret! I will tell you simply that car paint consists of three layers, each having different parameters for Reflection and Refl. Glossiness.
Materials of Objects - Headlight Glass, Etc
To strengthen reflections, I put an Output map into the Reflection channel.


Fig.50 - Main light glass                                Fig.51 - Additional light glass
(Other materials were simple in their adjustments and do not therefore demand special descriptions.)
Rendering
Besides the basic image I also rendered some other passes: VrayReflection and VraySpecular. These helped in the final processing stage of the image in Photoshop.
There were render adjustments which I used to render image at a size of about 3500 x 2600 pixels. Fortunately, I took great care of the optimisation of my render adjustments, because I usually rendered my work at night and so had the opportunity of the network rendering using several powerful machines!



Fig.52 - 54 - Render adjustments - Click to enlarge images
Post- Processing
(Unfortunately, my initial render passes were not kept, so I will simply show you the further actions on a picture rendered with another camera, but with the same adjustments.)
I opened up all the render passes from the renderings in Photoshop, collect them all in one file. On the bottom layer I kept the basic image with colour correction, brightness/contrast filters, etc. In general, what this does is creates a picture which is more natural-looking. Furthermore, there was a layer with reflections which helped to easily control the intensity of reflections, because adjusting them all directly in Max was difficult enough! Then there was a Vrayspecular layer, which I gave a Gaussian Blur filter and altered its Brightness/Contrast. There was one layer for an additional Glow effect, and the final two layers were added using the Overlay layer blending mode.


        Fig.55 - Layer 1 - Colour Correction                   Fig.56 - Layer 2 - Opacity 4-8%, Blending mode: Normal


Fig.57 - Layer 3 - Gaussian Blur, Brightness/Contrast, Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Fig.58 - Layer 4 - Soft white Brush, Blending mode:
Blending mode: Overlay                                      Overlay, Opacity 10-20%
Here are final images received from the above direction (Fig.59 - 61).

Fig. 59

Fig. 60

Fig. 61
Finally, I wish to give many thanks to everyone who has assisted and supported me, and I hope this making of will be useful for some people. I wish you all many creative successes!
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