• "The BMW C1 is an enclosed scooter or 'feet forwards' motorcycle, which was manufactured by Bertone for BMW. It was intended to combine the advantages of two-wheeled motorized transportation with the strength of the automobile." - Wikipedia.
    In my non-commercial projects I try to select the subject and components that would use the maximum of my skills, and trying tasks to solve them using new methods. In particular, I was interested in industrial and automobile design, as I have no experience in these fields, hoping my work in this way could grant me new opportunities in skills development.
    Considering this, the C1 proved to be interesting. I bumped into it accidentally, looking through Google Images. The style of this concept seemed fresh and unconventional. It seemed to jump out at me from 20 other images on the page, and in the next moment I was looking for its blueprints.

    At the start of this project, I had no idea how this project would eventually look like. One thing was clear though: the final image had to satisfy the requirements of A4-A3 printing and render options. The motor scooter itself was meant to be the main subject, and the most detailed part of the composition, so further planning was done.
    At first, my main goal was to make an authentic model, and that was when the first problems arose. The one set of blueprints I found were poorly detailed and incorrect, so I could only use them to form the approximate cargo body proportions.

    The modeling sequence is rather like assembling the car body first, constantly fitting parts one by one, forming the silhouette and the main proportions and then adding the details to basic forms corresponding to the references.


    My technique itself was nothing special. Simple poly modeling done in existing 3D modeling software. As usual, I began by building the form from one polygon;
    I created a plane with one segment, converted it into Editable Poly, switched to the edges editing level and moved them by pressing the Shift key and 'pulling out' the remaining polygons. If I needed to join model parts, I switched to vertex editing level and connected them using Weld, Target Weld or the Collapse command.

    If I needed to cut out part of the model or add more edges in places where the grid was not dense enough, I used the Cut and Slice commands at the polygon editing level, or the Connect command at the edges editing level.
    If the topology of a model satisfied me, but its form and proportions didn't, I used Free Form Deformers. I tend to use Edit Poly as layers, like in Photoshop or ZBrush, so I may compare things as they are and were, or to undo it at any moment.
    With this project, Edit Poly's standard features were sufficient, but it's always useful to know that they can be extended with scripts like:
    Advanced Poly
    or PolyBoost
    I then created some simple materials and rendered a couple of rough images of the studio.
    I wanted to make two variants of lighting, but in the studio with a dark background the difference in lighting wasn't really noticeable, and the studio with a bright background looked plain and somehow unfinished.
    On the basis of these the whole scenery was created, as planned. The last four views which made it to the final set of images were selected by taking into account the surroundings after the modeling was complete.

    At this stage I intended to use studio renders only, but I wasn't sure if this variant suited me. I had to complete some test renders to get a rough idea of the result. To achieve this, I set the test lighting with minimal settings.
    It didn't make sense to restrict myself by creating a background only for one view and to leave the others in the studio.

    I've always wanted to create something linked with industrial culture, and here I was given the opportunity. I'd already decided to 'dirty' the model a little.

    The industrial background in this case takes the role of an aggressive environment, explaining the stains on the chassis, a certain contrast with the C1's futuristic look.

    The next phase was to search for references for the environment.
    I made a list of items I wanted to see in the picture and made some sketches of the scene with dummies made of primitives. At this stage I needed to set the volumes. I didn't want to make the surrounding structure too complicated and fractional. I was quite discerning with colors, materials and textures for the objects in the background.

    With the modeling work finished, all objects were scaled and placed, views were selected and the lighting was ready. So it was time for textures and materials. All models in the scene could be divided into three groups by the complexity of their unwrapping, as follows:

    1. Models for which one of the standard variants of UVW mapping was enough. They have simple form or they are some undistinguished details of a more complex object and mostly screws, screw-nuts and the like, as well as objects in the depths of the scenery and poorly lit ones.

    2. Models that need unwrapping on the base of standard mapping which demands correction 'by hand', but without strict accuracy. For instance, when you need texture scales of different objects to roughly correspond to each other, or when you need to place some stains somewhere without taking into consideration the seams and texture stretching because the model's form allows you to hide it easily. Most objects of the scene are in this group.
    3.2 Tray. There must be some relief on the plate on the bottom of the hull. The easiest way to make this relief is by using Displace.
    As the relief's pattern should be balanced along the hull, I needed to use planar mapping on the displaced part to preserve its contour and proportions, and to build up the rest of the mapping around it, avoiding texture distortion and hiding the seam which was achieved by using Pelt Mapping, Relax and handmade vertex positioning. The materials could also be divided in two groups, as follows:

    1. Standard. In most cases these are enough to achieve simple tasks. The basic principle is to achieve the goal by playing with basic material settings, using textures for the slots of Diffuse, Reflection, Glossy and so on, and corrections of these textures by using the texture's Output menu or plug-ins like Color Correct.
    3. Models which needed unwrapping to be planned or made under specific requirements. These were parts of the hull:

    3.1 Shroud. Lines of the texture needed to be parallel with seams on the hull; therefore the proportions and contour on the unwrapping were to be the same on the hull and its parts. These requirements, for instance, excluded the use of Pelt mapping.

    2. Composite. These are used in specific tasks, built up on combinations of different materials or textures by using masks or Procedure maps. They have a 'branchy' hierarchy. A striking example in this work is the ground material.
     
     

  • Formerly, all the textures were prepared in Photoshop. In the material editing I used finished images that were received from the Photoshop output. If I needed to edit the texture, I returned to Photoshop.

    Exceptions to this were in cases when only the contrast should be changed and instead I used curves in the texture's Output menu. It's a standard approach that lets you edit materials without complicating their structure, and in the beginning I wasn't intending to change.

    To begin, I needed to define the resolution of the texture that I had to work with. There was no sense in making a unique drawing of the texture for the whole object, as it would be partially hidden by other models. Besides that, at this stage I was working in 32-bit WinXP and was restricted by 2GB RAM for each program. I wrote "3gb" in boot.ini and it gave me a little space to act, but I still needed to use memory sparingly.

    So, when the unwrapping was done, I scaled it in such a way that 3ds Max's unwrap projection contained only these parts that could be seen in two views minimum.


    I assembled the required textures from smaller ones inside 3ds Max, by gathering tarmac, rocks, earth, mud and sand; setting the tiling measure for each one of the textures; making lighter and darker variants for each texture.

    This way I got about 30 layers which I needed to blend with each other to 'break' the tiling effect of each layer and to remove the synthetic uniformity it made, making the final texture more natural-looking and credible.

    Following the same principle I also made sure that the tiling effect of textures with the same resolution had different values, so that seams between the tiles on different layers didn't lie in the same places. Then, using the Mix map, I began to blend the layers.

    In the beginning I used textures, but I was limited in their maximum resolution as before. However, they could be stretched without ruining the final image, as the scale of the layers remained the same. This is cheating and it led to some artefacts, but they were easy to move with the Healing Brush in Photoshop.

    With the texturing region determined, I then moved onto the resolution.
    I used a 1000x1000-pixel texture for the object, which I wanted to use for the ground.
    The figures I got looked bad and I increased it to 12.
    This meant that I needed to use a 12000x12000px texture to get a decent picture of the ground, but 3ds Max crashed when I tried to use textures larger than 4096 pixels on the largest side.


    I wanted the lighting in the scene to be mild, with degraded shadows. Typical for a cloudy summer's day.

    The light needed to be directed to delineate the model's form and to add some depth to it.
    For these goals, HDRI with a Dome Light were enough for me. Tests with HDRI met all the requirements mentioned, so I kept going with it.

    I adjusted the Dome as a direct light (i.e. I didn't turn 'store with irr.map' on). In this mode, Dome with HDRI gave more correct and detailed lighting than just an HDRI set as a texture for the environment.

    I also tried turning on 'store with irr.map' and all highlights in the scene were practically washed out, and to keep shadow details I had to twist out the Irradiance Map adjustments, which made render times longer and gave me even worse results.As this scene was of an exterior type and had few places which were unseen and unreachable by primary lighting, the influence of secondary lighting was insignificant, so it was needless to adjust its settings whilst getting a realistic and pleasant look in a shorter time.



    Nevertheless, I turned 'store with irr.map' on in the Dome's settings for night renders, but only because as a direct light there were planes that I used to imitate flashlights.
    Some more planes were placed inside the headlights. I turned off caustic in the global lighting settings to decrease render times, and the glass material with a Glossy effect let the light through badly. Hence, the headlights gave almost no reflection to nearby surfaces. For night renders I decided to accentuate this effect. I placed more invisible planes at the outer side of the headlights.



    The render settings were based on these LWF (below).
    You can read a detailed description here:

    Linear workflow 'reloaded'
    and
    here




    Working with LWF often results in a final picture with low contrast and weakly saturated colors, which is why the main goal of post-production is to strengthen these aspects. Below is just one of the variants, but if I work with LWF I always begin in the same way. I save the results of the render in 32-bit format (.hdr or .exr) to work with it like with an HDRI (to apply Tone mapping in Photomatix or in Photoshop, for instance).
    All of the whys are covered in the LWF detailed description at the link above, and it's quite obvious really. 32-bit formats, unlike 16- or 8-bit ones, contain enough information about an image for the reproduction of linear color space, thus providing detailed correction of an image's color and brightness.

    Stay in 32-bit mode as long as possible, and go into 8-bit at the end of work, or when there is a necessity to use software which doesn't work with 32-bit formats. The post-production of night renders was different to the day ones, mostly with my active use of the lens flare to make the headlight reflections and glares on the hull more realistic.


    I've drawn since I was a kid, when I lived in Moscow with my parents, (a playwright and choreographer). They worked in several theatres, distributed across the whole city, and I lived where they worked.
    Those days can be described as an eternal run from one workplace to another. It hasn't made me a good painter, but it gave me a dream. A dream to become an artist, in one way or another.
    So that's how I ended up in the Ural State Academy of Architecture and Arts, where I specialized in architecture and informatics, which includes 3D graphics and CAD.

    Concerning my goals in the next couple of years. I intend to keep improving my skills both in technical and creative ways, and would like to find an interesting and challenging job in the game development or movie production industry.


    Related links:

    Makar Verigo

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