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Introduction
At
the start of July Peugeot design department comissioned me to do
a series of illustrations depicting their new concept car for the
2004 Paris Motor Show, the 907 v12. I flew over to Paris to meet
the designers for a full run down on the car including design approach,
materials and finishes. They wanted something that expresses the
attitude of the car and the design approach.
In
this article I will be demonstrating the workflow I used to create
these illustrations. More information about this car can be obtained
from the Peugeot Website, www.peugeot.com.
Click
here
to view the images.
The
Concept
The concept
is based on the idea of power (the engine) and its' ability to distort
and change the world around it. This is realized by the creation
of a shockwave emanating from the center of the engine and radiating
outwards to warp and distort the environment around the car.
The incorporation
of the bars suggests a cage and their destruction and distortion
created by the shockwave creates a sense of escape. Visual references
cam from doppler waves to Dali paintings to Tubular Bells cover
art.
Visually I wanted
to do something integral with mood and style that tells a story,
not just a studio shot (or white plane shot) that was all about
the car.
Data
Conversion & Refinement Modeling
While the concept
was being approved I started on the data conversion. The master
model was created using ICEM Surf and was exported to IGES format.
The mast file consisted of 22 separate files for various parts of
the car and weighed in at over 100MB. The model was assembled in
Maya and missing parts and problems were identified. The files were
then individually imported in to Maya to complete the refinement
modeling and culling of invisible parts.
As this was
a prototype many of the finer details were not included in the CAD
files as they were to be finished by hand in the workshop. This
meant that a whole lot of filleting and gap filling had to be done.
In addition standard off-the-shelf parts such as brake assemblies,
wipers, lamps and tires had to be modeled from source material.
The filleting of all the sharp edges was a fairly timely process
as almost every edge had to have microfilleting. This process took
about 3-4 days alone to complete. The additional modeling, filleting
and rebuilt parts are shown in the following images.

Click
images for a larger view (opens in a new window)
In order for
the car to have a more dynamic look and stance the wheels were enlarged
and the tire profile reduced from the production size. This is a
common practice among car designers in sketching and initial design.
The final model
was then assembled in Maya.

Click
image for a larger view (opens in a new window)
Shading
and Texturing
The texturing
side of this project was fairly straight forward and came mostly
from samples supplied by Peugeot. The interior had leather and alcantara
which were scanned and applied as projections. As all or most surfaces
were nurbs the textures were applied as triplanar projections. The
ground texture I shot on the road outside my studio (this texture
is available in the download section for free at 1024x1024) and
combined with another cracked ground map as a layered texture. The
cracks appear only around the car while the asphalt repeats to the
edge of the ground plane. All textures were 2048x2048 pixels.
I initially
explored the option of using mental ray shaders for the car paint
and actually compiled some new phenomena to get the desired look.
But blurred reflections were increasing render time too much so
I decided to simplify and use Maya shaders. The Paint shader is
a simple Blinn with reflection falloff (using sampler info: facing
ratio) and a procedural rock for specular colour (metallic flakes
effect). All interior shaders were also standard Blinn. The Chrome
parts all use a simple Blinn (diffuse: black, Specular: 95%white,
eccentricity: 0, rolloff: 0.95). The glossy metals use more or less
the same chrome but with Reflection utility generating the blurred
reflection. This is used on the surrounding bars and the interior
metal parts. The wheel material is a variation on this material
with a brighter diffuse colour.
The Glass shader
is also a blinn shader with thin wall refraction so the glass surfaces
could remain one surface. The original glass parts consisted of
only the outer surface. It also meant that I could reduce the raytrace
depth for the overall rendering to save some render time.
Environment
and Lighting
The lighting
setup is also very simple and is based on the classic 3 point system.
The lighting layout can be seen in the diagram below. The main light
comes from the warm key light which casts MR area shadows. An additional
cool light was added for more definition on the shaders. A final
Dome light completes the environment. The dome is used to add diffuse
sky light to the scene and also act as a rim light to define the
far edges of the car. Attached to the dome is a surface shader with
the Ray Type shader connected to out color. The Ray Type has a HDRI
spherical reflection map for eye, reflection and refraction and
smaller and very blurred version of the same map for final gather
rays. The shader is set to be invisible in the render and alpha
channel. This is a very typical outdoor lighting setup that I use
quite often.

Click
image for a larger view (opens in a new window)
Rendering
I used Mental
Ray (as always) to render this project but was worried about render
times due to the tight deadline for deliver. The actual time for
completion was 10 days so render time was a real issue. As it was
I had to double my ram (to 2GB) just to deal with the model comfortably.
Anyway Mental ray really excelled and the average render time for
each image was about 4-6 hours for all passes at a resolution of
3500x2000 pixels.
Tessellation
was always going to be a big hurdle due to the high order surfaces
and microfilleting of the model. I initially tried to single out
only those surfaces that needed special treatment but quickly discovered
that the render time saved wasn't worth the effort so applied an
approximation override in the MR render global, using spatial fine
distance dependant (1 or 0.5 pixel length) settings. This worked
really well. It was at this point that the model started to fall
apart. Suddenly surfaces that had been fine disappeared in test
rendering and appear to be solid blue (same as line colour) in the
viewport. I rebuilt some of the surfaces but nothing seemed to work.
After losing nearly a day on the problem I final tracked down the
problem to some sort of naming problem. Data conversion from CAD
sometimes throws up these errors. The error was resolved by exporting
all the geometry and reimporting but resolving all the surfaces
with a new name. Simple but frustrating.
I rendered out
quite a few passes per images for speed and controllability in photoshop.
The passes were: 2 Main Beauty Pass (ground, car), 3 Reflection
Passes (car paint, windows, lights), 2 Ambient Occlusion using Dirtmap
(ground, car), Shadow (for car to ground) and some minor features
like masks etc.
The beauty passes
were done with FG with very loose settings as the AO pass was going
to fill in any detail later. I normally use large radii for FG to
speed up render time. In this case the settings were FG rays: 500,
Min Rad: 20, Max Rad: 200. This fills in the diffuse light with
no noise and fast render times.
Sampling was
an average 0,2 samples and supersampling of 0.05,0.05,0.05,0.05
with Mitchell filter.

Click
images for a larger view (opens in a new window)
Above
are some early progress renderings and experimentation. At this
stage I also determined the final look and feel for the final image
including the eventual background image. The Sky image came from
www.1000skies.com and really
created a great mood. I have hundreds of skies which I myself have
photographed but where I live you just don't see this kind of moody
stormy sky.
Post
Processing
Once
all the rendering was completed the images were compiled and finished
in photoshop (I have Photoshop CS). The image really came together
here and the final look began to emerge. The compositing of the
various layers gave a lot of control over the final image especially
with reflections and AO passes. Usually with the ambient occlusion
passes I colorize various sections to correspond with the under
lying colour. Multiplying just the standard black on top of a red
surface (like the interior leather in this case) makes it look dirty
and kills the image.
It
was at this point that the car paint metallic effect was added along
with glow effect, hole filling and window reflections. There was
also a dust cloud effect added to the two main images for added
atmosphere. This was painted in 2D in Photoshop. The last day of
the project I received word that the final colour of the car had
changed and I had a few nervous minutes to wait for the final colour
choice. Luckily the colour was metallic black (originally metallic
dark grey) so I could easily make this change in photoshop (using
an adjustment layer) and still meet the delivery deadline.
The
final step was to add an overall colour adjustment which was determined
from the earlier tests and a little photo noise (very slight) to
add texture to the image. Click on the image below to see the layer
palette of main back shot.

Click
image for a larger view (opens in a new window)
The
following quicktime move shows the build up of the Photoshop file
layer by layer. The file size is less than 2MB.

Click
images for Quicktime movie (opens in a new window)
The
following images are show small sections of the images at real size.
Click on the thumbnails for the full view.

Click
images for a larger view (opens in a new window)
That's
All
Thanks
for taking the time to read this article and I hope it was enjoyable.
Best
Regards
Brendan.
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