Default Lambert render.
This render shows the faded chrome material I created for the bumpers, grill, wheel rim, wing mirrors, door handle and wind-screen wipers. I didn't make it too reflective because this would create too much of a realistic look, and the film is very stylized. To create this faded chrome material I use an mia_material_x shader and edited the reflection and refraction settings.
Here I created the tire shader and applied a Lambert shader. I only applied a lambert shader because I thought that we wouldn't be able to see the tires all that much and the addition of a texture and bump map would define the look of the tire, rather than using a more advanced shader, such as an mia shader.
This shows the glass shader. I used an mia shader for this and edited the diffuse, reflection and refraction settings. I decided not to make it transparent because there is no interior. Also because the car is in shot for such a short amount of time that we don't need to see the interior of the car.
For the body material I started with a mi_car_paint_phen. I have used this shader before but I don't think it works for this kind of film. Like with the chrome the mi_car_paint_phen is used for realistic renders of cars and therefore this is edging too much toward the realism side rather than the stylized. Therefore I will have to make it more faded like I did with the chrome.
For research, Thax told me to have a look at the vehicles in Cloudy With A Chance of Meatballs. The cars have a slightly matte look to them rather than reflective.
This is the new body material. I used an mia_material_x shader. This way I could make the body have a faint amount of reflectivity to it.







No comments:
Post a Comment