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@marklisk-blog
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This was helpful when making the windows of the car transparent
I used some of these shader presets for my car
Animated film by Walt Disney "Victory Through Air Power (1943)" very interesting film and one of the first uses of animation in documentary or educational style films and propaganda.
Some test renders of the interior of the car, I added glass material presets on the windows
Adding AiStandard shaders to the lights, wheels, handles and emblem, I used the arnold material presets to get an incandescent glow on the lights and chrome on the hubcaps
Adjusted the UVs to get the checkers on the side of the car to be straighter
Some test renders of the car and UV mapping the seats, I had to smooth out the UVs more, cut some edges and rotate them in order to get the checker pattern to follow horizontal and vertical lines of the seat
Reference Images I used for modelling the car
http://www.ciadellainteriors.com/Gallery/54delrayintlg.jpg
http://playtoysclassiccars.com/wp-content/uploads/2012/02/5893-Interior-Front-Passenger-Side.jpg
http://www.barrett-jackson.com/staging/carlist/items/Fullsize/Cars/71091/71091_Interior_Web.jpg
https://c1.staticflickr.com/3/2313/2139366763_66fc1a377f_z.jpg?zz=1
http://1.bp.blogspot.com/_lxdgL6nxqt0/TCyGx_bLG1I/AAAAAAAABPM/ARjR9zl530s/s1600/chevrolet-1953-bel-air-4door-sedan-composite.jpg
Custom checker pattern that was very useful for UV mapping my car.
http://blender.hu/download/textures/UV_Checker_Map.jpg
This tutorial was helpful because I found that the default checker pattern was too distorted and not a high enough resolution for the car so I downloaded a custom checker pattern
This tutorial was very helpful in understanding UVs
After smoothing out the UVs more I was able to make the checkered pattern less distorted although it was hard to get it perfect, I took a UV snapshot and painted it plain blue to see what it would look like.
Mapping UVs for the car was quite time consuming, due to the amount of polygons in the model I decided to try automatic mapping and it gave a large number of small UVs which made it hard to for the person who would have to paint it difficult to know what they are painting. I started moving and sewing edges to try to make the UV more easily readable while using the smooth UV tool to reduce distortion. Looking back it would have probably been easier to do planar mapping on different axis' however, sorting through the automated UVs helped me to understand the process better and see what would have been a better way to do it
The finished car from different angles
Some screenshots of the car, including the lofted with with reversed normals which would be important when adding a glass shader
I finished modelling the exterior and started modelling the interior of the car, I think it would have been better to model the doors separately if I was doing it again. I modelled the interior parts separately, moved them into place and froze transformations.