Rolls Royce Tutorial
June 2015 Gallery Award Winner Khaled Alkayed shares how he made his winning Rolls Royce using Maya and Photoshop
Software used: Maya, V-ray, Photoshop, XrayUnwrap
In this tutorial I will explain the process behind my latest artwork Rolls Royce and will focus on the main steps taken in every stage of the work: concept, modeling, UV, texturing, environment, lighting, rendering and compositing.
The idea came when I was watching movies like Death Race and Mad Max. They gave me the urge to do something similar so I started with Maybach Exelero then Ferrari Enzo and finished here with Rolls Royce. In the beginning my goal was to work in a unique way that distinguished my work from others, which led me to spend quite a bit of time thinking and trying to come up with stranger and better ideas than anything that I've ever seen.
Modeling (Main Shape)
Before I began modeling, I collected lots of images and references for the car; I found blueprints from Blue Print Box and The Blue Prints. To build the main shape accurately, I started in Maya and used Polygon Primitives to model a simple shape (lowpoly) then continued to the details of the car. For a more detailed guide to making a car have a look at this video in which I explain how I made the body for Ferrari Enzo. I used the same principle to make the body for this piece.
Modeling (Additions and modifications)
I also collected lots of references for what I wanted to add and modify on the vehicle like the weapons, rockets, wheels, shields and doors. Some sites I used to find things are Prime Portal and Tactical Vehicles News. I worked on every model separately and when it was finished I added it to the main body.
I use XrayUnwrap plugin because it's a good way to speed up your work in pipeline for UV Mapping. I worked on every part separately as this makes the texturing stage easier for me. Once I was done with unwrapping I applied the checker pattern shader to make sure the UVs were set correctly and look for problems.
After I finished the UV Mapping I looked for reference materials to use, such as rusty cars, rusty bulldozer, weapons etc. I found quite a lot of masks and texture from CG Textures. I added the textures solely using Photoshop.
There are many ways to add environments or backgrounds to your work; you can use an HDRi, a 3D environment, or a combination of both. However, since I didn't have time to work on a 3D environment I chose to use an HDRi and looked for the best image for the car. I chose industrial environment that has a big street which was what I wanted.
After importing the image to perspective view port in Maya, I made a 3D street exactly like the image and I set the perspective and settings of the camera correctly to match it. I didn't want to render the street as it is in the image so I used VRay to render the shadows and reflections on it, to do that I used VRayMtlWrapper material.
I used two invisible lights in the whole scene, VRay Dome Light for global lighting and VRay Area Light for sunlight.
I use simple render settings. I set a big resolution of 5000 pixels across, set the AA filter type to Area (under Image Sampler), and set the Color Mapping type to Exponential. Under GI, I select Irradiance Map and Light Cache, and under Render Elements I select ZDepth and Material ID passes.
Khaled's top tip
Always use Bevel Tool for sharp edges on your models, this will make model more realistic when rendering.