Mad Max Inspired Vehicle
For this project, I chose to model a car from the video-game Mad Max. The balance of simple and complex shapes, as well as the diversity of textures and materials make the creation process very interesting.
I started out by using the in-game car customization to assemble a visually appealing vehicle. Then, I took screenshots of the car under different angles to use as reference and rough blueprints in Maya.
The general approach for modeling this vehicle was to start with the large shapes and work my way down to the smaller one. Some selection was made to determine which details to include or not. For example: the inside of the car is not very detailed because it is mostly hidden to the camera.
For every material in the scene I have produced diffuse, metalness, roughness and normal maps. Which allowed me to control precisely the look of each part of the vehicle.
I chose a texture resolution of 2048 x 2048 as it seemed to be a good balance of detail and file size.
The process used here for texturing was to paint and make tweaks on the diffuse maps and then report them on the other maps, tweaking contrast and brightness accordingly. The Rusted Metal texture, the skull, gun, spear, flame shapes were traced in Illustrator from the reference screenshots, and then artificially aged and roughened in Photoshop.
The lighting in the scene is done with an HDR image on a skydome.
I added tire tracks on the ground and turned the front wheels of the car to add a little bit more interest to the final piece via storytelling.
The scene was rendered at 4k in the Arnold renderer and color graded in Photoshop.
- Maya
- Photoshop
- Illustrator