1966 King of the Hammers Ford Bronco


#1

Hi all!
I absolutely love the race “King of the Hammers” I have never been there, but I love watching it online. So what did I decide to do? I decided to make my own dream King of the Hammers rig.

So my goal is to make this thing as realistic as possible with a background of an old abandoned desert town (Made in 3D). I might have the vehicle drifting through a corner with particles and dust flying through the air.

Right now I have a temporary background texture on so I can realistically see the car paint reflections.

Crit is greatly appreciated! :thumbsup:

(((((Latest render)))))


#2

I haven’t actually seen the race you are talking about, but the work I would say looks like a good start. What kind of lighting setup did you use for the 3rd image?


#3

The race is so exciting, it is definitely worth watching especially if your a motor head. There are a ton of clips on the good ole’ fashioned Youtube.

Also thank you, I’ve progressed more on the mesh. I’ll get a render once I am back on my render computer.

Anyways, here is the render setup. I wanted to do something different, especially since the rest of my WIP renders have a simple lighting set up, well actually this one is very simple too. It is a light blue lamp with a red lamp next to it, from there it is tuning the intensities to get the desired effect.


#4

NIce modeling so far. Just need to add the frame and brakes


#5

Ah cool, yeah I liked the effect that it created.


#6

Ah ha, I am getting there! Ironically I still don’t have the brakes or frame modeled yet xD Everything else is there though!

Thanks! Yes, sometimes the best things come out of the simplest of techniques :slight_smile:

Let me know what you think, I would love to hear your ideas on the project so far!


#7

More progress! Here is the interior and the axle attached to the frame. It took a bit of research, and my dad’s help (he used to build these things) to make it accurate. I would love to hears your thoughts on the project so far :).


#8

Ah ha, here is a new render to show off the axles n such. Please post up if you have any ideas :slight_smile:


#9

UPDATE TIME!

I added a ton of detail and some materials. Let me know what you think, CC is always appreciated!


#10

Wa ha! One of my first clothes sculpt! Let me know what you think :smiley: My focus is on making the material feel the same as a real racing suit would. The issue comes down to the wrinkles, if anyone has any ideas on that, please post up :slight_smile:

3D model so far:


#11

New update!

Displacement Modifier+normal map on a sculpt is AMAZING!


#12

Really nice model! Can’t wait for the final Version :wink:


#13

Thank you Finzer!

Here is a new update! I finished the materials for the Bronco’s Rims and tires.

half of it is procedural and half is texture based.

Constructive criticism is always appreciated :slight_smile:


#14

Someone was wondering how I made my textures. I hope you find it useful too!

The epic texture tutorial! :smiley:

Usually I make sure I have the model completely finished before I start anything.

Then I UV unwrap the object. For this I did NOT put similar UV islands over each other to save space, instead everything has its own pixels for maximum variation.

After that I bake the ambient occlusion so I can get a good idea where to put the dirt/scratches. This is way more helpful then saving the UV coordinates as an image.

Then I start on the super fun part, texturing!

For texturing, this is really the ONLY spot you can give an object a story. When coming upwith the texture keep these things in mind:

Where has it been?
How was it used?
How well was it taken care of?
How long has it been used?

For the wheels:
Where has it been?
Through a bit of mud,rocks, now traveling over super soft dust.

How was it used?
To pull a heavy vehicle over hard objects at race pace.

How well was it taken care of?
It’s been beat up but constantly serviced (this explains the dark dirt/grease and scratches on the bolts)

How long has it been used?
For a while, this is a low budget off road rig :wink:

Of course while you are texturing you can keep adding to this list.

Also get a ton of references. The more you get, the more realistic it will be :).

When I am doing the scratches, I have two different work flows I use on the same texture.

I made a Photoshop scratch brush that is pretty thick with a bit of scattering and a lot of size variation. (I will attach a picture of the settings later, I am on a different computer at the moment). With that, I trace around all the edges that would get scratched constantly. It will look really even at this point.

I temporarily removed the ambient occlusion layer for all the images so you can see the texturing details better.


#15

So make a mask, then increase the scratch brush size and variation. Paint over it like a 5year old who just had 10 candy bars. This will remove the solid scratch lines. This is where I control the scratch amount. The less Iwant, the more I paint over it on the mask. Also be sure to remove any scratches where it logically would not be.

The Result:

The mask:

This will give you the big scuffs, but we still need the little long scratches.

For this, have less variation, decrease the bush size and make a new layer. Then draw on that like a hyper 5 year old again (Now you see why I like doing this stuff).

Once again, add size and variation then pain on the mask to make the scratches look morerandom.

Both scratch variations together:

Now for the dust!

For that, think of where the dirt would stick, keep in mind the air blasting past the wheelwhile the vehicle is in motion will remove a lot of the dust.References really help here.

You can get away with the same scratch brush that was used before. Just lesson the variation bya lot, turn the opacity down so everything looks softer and more like dust.

Of course mask off the areas where dirt should not be, then start painting.

For the grease:
The grease will be near mechanical devices or surfaces. So around the edge of the hub cap I added grease (which turns into dark dust). I then added some dark dust around the bead lock bolts. (In this case it is anti-seize, but will still end up as darker dust)

The Scratches, dust, and grease are separated into their own black and white masks for cycles.There I can tune the material for each. Example: Change the color of the dust, make it more opaque or translucent, change the glossiness etc…


#16

Really nice ! :bounce:

Love the details on the wheels and the fact you are modelling everything !


#17

Thank you Chaoticknight! :smiley:

Also an update, I figured out a fast workflow for welds!


#18

How about some randomization on those welds :wink:


#19

On another forum, someone was curious on how I did the welds, here is a tutorial on it!

It only took 8 easy steps, on the 8th I was blown away!
(Must conform to marketing standards by adding a nondescript click bait title.)

Anyways:
STEP: 1 Create a single weld bead. Make sure it is tile-able

Step 2: Add an array to this weld bead.

Step 3: Add a curve and make the weld bead follow the curve using the modifier “Curve”

Step 4: Make the curve fit the desired object. For this I use a combination of the “shrinkwrap” modifier and “snap to faces”. When doing this, it prevents vertices from being place in random space. When the vertices are too far from the object, it will cause glitchiness with the “Shrinkwrap” modifier.

Step 5: Mess with the curve settings, depending on the curve, some options work better than the others. Definitely play with the Twisting option on every curve.

Step 6: Adjust the array duplication amount to fit the curve.

Step 7: Add a displacement modifier using a cloud generated image. This will give the weld a bit of human variation. The more displacement, the more accurate it is to my real life welds Play with the cloud and displacement settings to get something good. It is sensitive, but once you get it, it is amazing!

Also thank you Rombout for bringing up the displacement idea!

Step 8: Run around the place telling every person in a 100 foot radius that you made something beautiful.

Please let me know if you have any questions, if you have a question, I am sure many more do too!


#20

First of all beutiful work in here, really inspirational, cant really give any critique the modeling and texturing is really beutiful.
Thanks for the tutorial(s) on the welds, i was actually wondering how you made those as i watched your work earlier :slight_smile: Even though i use 3ds max i think i will be able to use this trick to make some models in future !