Archives for posts with tag: blender

It’s finally finished!  I cleaned up model quite a bit and is starting the animation process.  Meanwhile, here is the latest renderings.

The car is modeled and rendered entirely in Blender 2.5.  Render time is around 20 minutes at 3200×2400.

A few of you asked me how I setup the material/lighting/rendering options.  Without releasing the Blender file (yet), here is a screenshot that might help:

From left to right, you can see the world settings, world texture settings, car body material, and finally car body texture.

PS: Happy New Year!

When I started working on a car model, I had no intention of animating it.  But after seeing Blender 2.5 being able to crank out gorgeous frames after frames at insanely high speed, it would be a waste not to at least attempt to make an animation out of the model.  Besides, this car model is probably not detailed enough for high resolution still images anyways.

Render Stats for the above screen capture:

~1.6million Faces
~10MB of texture
~3 light sources + 1 HDR EnvMap
~Ray traced reflection, refraction, and Approximate Ambient Occlusion
~500MB RAM use
~Intel Quad @ 3.0Ghz
720p resolution at 1 minute a frame. (5 minute a frame when 5x motion blur is enabled)

Edit:

No crazy DoF effect on this one…  I also found out that approximate ambient occlusion causes some artifact on the car body, mainly in how it treats subtle curved panels.  So I am going back to real AO.

Continuing my work on this car, I’ve added the headlights today.  Apparently that’s what those rounded headlamps are called on a BMW – Angel Eyes.

And since a few of you asked about what lighting system I used, here is the setup I am using:

Sorry to disappoint.  Yes the car is lit with just a single Hemi light source.  (Take that David!)  The rest is done with Ambient Occlusion using an HDR image texture.

I added a few details during my spare time yesterday.  Exterior modeling is now complete except for the rim, headlights, foglights and tail lights.

BMW 335i Blender Model