Making Of 'Renault Clio'
In the following tutorial we would like to show how you can map decals and sponsor stickers in Cinema 4D R8.5
Mapping a decal on the hood
We start with creating a new material. Open the material editor with a doubleclick on the new material. Rename the Material in "decal" and activate the color channel. Select a red color and turn the brightness to 100%. The next step is to activate the reflection channel. Turn the brightness to 23 %.
Now we activate the Alpha Channel. Load with a klick on the "..."-Button next to the "x Texture" the decal file in the texture channel. In Addition select invert, graphics/tut_black_image Alpha and Premultiplied. Switch den sampling to MIP and turn the Blur Scale to -100%. Activate the Specular channel and choose the settings as shown in the following screenshot:
The Decal Material is finished now.Close the material editor and assign the decal material to the hood in the objectmanager.
Click on the texture tag and change in the tag settings the projection to flat. Disable "Tile". Next we place the decal texture on the hood. For that we select in the tool bar "texture axis tool" and the "rotate active element" button. Rotate the texture as follows:
Y axis: 90° / Z axis: -90°
Change to topview.
Select "texture" > "Fit to object" in the object manager. This will automatically move the texture on the hood and scale it in the hood's size.
Thats it. If everything worked right the render should look like the following screenshot:
Mapping Race numbers and Sponsor Stickers on the doors
Create a new material. Open the material editor with a doubleclick on the new material. Rename the Material in "66" and activate the color channel. Turn the brightness to 0%. Load with a klick on the "..."-Button (next to "x Texture") any sticker or racenumber you like. Note: Our racenumber is created with 3 different textures from the 3D Total CD. We combined them in Photoshop to one sticker.
Activate the reflection channel and turn the brightness to 4%. Activate the Specular channel and set the parameters as shown in the following screenshot: Activate the Specular color channel and turn the brightness to 88%.
Assign the 66 material to the door in the object manager.
Click on the texture tag and change in the tag settings the projection to Cubic. Disable "Tile".
Select in the tool bar "texture axis tool" and move the race number in the middle of the door. The cubic mapping method mirrors the race number automatically on the opposite door. Only one thing is left: You should scale the texture width at the Z-axis to 0,1m. Otherwise your sticker breaks over the edges at the door.
The race numbers are finished now:
We hope you enjoyed our texturing tutorial. For more tutorials, making of and 3D car models visit our website www.black-graphics.de
Thanks for your interest.
Wish you all happy rendering
The Black Graphics Team
Marco & Dany