View Full Version : Moonracer Exhibit
07-01-2010, 12:31 AM
(http://assets.cgsociety.org/nvart/327868_1277944302/1024bound)In 2604 the first ever race course was built in orbit. Race cars, called Moonracers were to either be controlled remotely from Earth, or for the ultimate thrillseekers, from the cockpit.
This was the unvailing exhibit of the first two moonracers. V2 and V17.
07-08-2010, 08:54 PM
I should mention something about the making of:
I have always loved Syd Meadís work. Ever since I saw his Blade Runner and Aliens concept paintings, Sydís
work has been a constant inspiration. So when I saw this contest in my CGSociety newsletter email,
I knew I had to participate. I was working on an image for a friend's book and I knew I could take this on as well
because it would just be so much fun. My euphoria ended when I realized that I only had 2 weeks to go, but
I was committed, so it was ON. Back to my collection of Sydís books for inspiration, again reminded of how
amazing his work is and that I should definitely fill the gaps in my collection. A quick search on Amazon made me
cherish my copy of Kronovekta even more.
1 - It all started with a bunch of thumbnail sketches. 3 or 4 pages worth.
2 - Finally liked one of the thumbnails and developed it into a more refined concept.
3 - Tried some Photoshop painting to see if I could come up with a painted concept, but was comfortable enough
with the shape to jump ahead to 3D. I knew the deadline was up so no time for speedpainting fun.
4 - In Maya, I imported some human figures for scale reference, and 4 tires I was working on for another project. I
started with a polygon cube and poly modeled the profile of my sketch.
for more wireframes:
5 - Worked on the hard and soft edges of the body and generated a denser hull.
6 - Created UVs for the various parts, grouped UVs by material (3 other UV pages not shown)
7 - Imported an FBX of model into Mudbox for some organic shaping, 3D painting of decals, refinement sculpting, and overall smoothing.
8 - Tried out some looks with the Mudbox Viewport filters.
9 - Exported hi res model and imported it into Luxion Keyshot 2 for rendering.
10 -In Keyshot 2 I assigned materials to the model, then, I determined a few good camera angles and compositions.
I then rendered the final results and chose the best 4 renders. Added a little bit of cleanup and compositing in
Photoshop, and it was time to post. I I hope you enjoy the 4 images, this was one of the most fun projects I have
ever done. A true Labor of love.
07-20-2010, 12:14 PM
thanks for posting a detailed 'making of' - very interesting! The final rendering looks great, but I like to think that in 600 years fom now the car design might have taken us even further away from todays principles...
good luck in the contest!
07-20-2010, 04:02 PM
Good observation. I tend to see these vehicless used for entertainment and sport, not trasportation. They are to the 26th century what horses are to the 21st :).
07-20-2010, 04:02 PM
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