BMW 3DHIFI Concept Car

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In this case i prefered the drop like design or a combination ob both - so i made some ugly sketches to see how the lines work together, not very detailed and not very impressive - only to get some ideas and form variations in mind. After this, the fun begins - the modeling process. I began with two cylinder objects, deleted some not usefull polygons and during the good old poly modeling process i fiddled around with some form variations. As i thought the base chassis is finished, i got another idea for the sides - so i nearly rebuilt all the car body again. This trial and error process is not very productive but the result is going to get better with every moved vertex. If you are not a real designer thats the typical kind of finding your own concept. The very first test rendering - many mesh errors and stupid side design. Modifications on the sides, windows and on the back parts. Last changes on the back parts, sides - almost finished. The Details I had some details in mind, who would make my concept more individual to other concept studies, especially in this case. Because of the well known car manufactor i had to think of some very independent details to get a more united design - not only a collage of some nice existing cars ;) When i build the chasis it looked too much like an Audi TT or VW Beatle - so i had to brake the common line - that made me think of a spoiler. I tried to integrate it smooth in the existing line - and it worked. Another very unique design part are those totally integrated rear-view mirrors. With some BMW typical design elements - like those sharky gills in it - it works, and i cannot imagine this car with traditional rear-view mirrors. But one of the most characteristic things on this car must be the wheels - especially the rims.i thought about it for a long time. First i had some very rough rims with big angular spokes. This would look cool, of course - but would not be that cold futuristic look i wanted to create. So i got the opinion, that those speed bicycle wheels have instead of spokes one full filled wheel - because of the aerodynamic advantages of such constructions. And this gives a very futuristic look to those bikes - so i made a very similar version - with some holes for better airflow for the brake cooling system (never forget the practical part when creating your own designs). I made the wheel material like brushed steel - to preserve the hard and cold all over look and feel. The Post Work Every still-rendering needs some post work in Photoshop. Common changes i make on every image are contrast and color corrections - but there are some very interesting things that could help you to save rendertime. Especially on modern still render images GI, or similar light simulations, help to get the overall looking much more plastic and even realer then a fake GI with many simple Point Lights. But the process is very time consuming if you want to get a smooth result - and nobody likes grain or GI blobs. Other examples for this problem are blure reflections/refractions or rectangular Lights. If you don't use high subdivision rates you will get the same ugly blobs/grain in your reflections or shadows, for the second case. So let's have a look at this: As you can see i used low subdivision settings for the reflections and for the shadows - but it took almost 4h to render the original image. So i got some ugly graining in the shadows and on the car. So, i opened the image in Photoshop and slected () the shadows. With Ctrl+Alt+D i made a soft selection of 4px - finally i blured the selection 4 pixels with gaussean blur filter. I've done the same with the grainy car parts - but attention on the sharp parts - exclude them from your selection, otherwise the overall image looks too blur - then soft selection again, but in this case only 2px, because of the sharpner lines - and gaussean blur 2px in this case. So look at this result - it took me 10min in PS - if i would use higher interpolation/subdivision settings in the renderer it could slow down the rendering for hours. In some cases - especially on fine parts - it might be more intuitive process to degrain the parts with the smooth tool: Another problem on many renderings are aliased edges - with PS you can easily anti-alias them with this tool . Last main thing that i added in PS was the overglow of the front/back lights and the lensflares. Of course i could add the lensflare effects in the renderer post effects - but for still images i like to have the manual control to play with some settings like itensity, size, color and so on. I am sure there are many ways to add lens effects with Photoshop - here is what i've done: First i added a new layer on top - filled with black color. Then i used Filter->Rendering-Filter->Lensflare->105mm size of 100% is almost ok, if necessary i lower the sice later. Now i set the composition effect for that layer to negativ multiply and change some brightness/contrast for finetuning. This horizontal streched flare is not more than it seems - a vertical shrinked and horizontal streched Photoshop 105mm flare.

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Posted on August 27th 2008 in robson.m3Rlin.org

One Response to “BMW 3DHIFI Concept Car”

  1. Grey Says:

    This was done very well. I'm just wondering how many people this would seat, what is the name of this car, and if I could use it in this fictional piece of writing that I am working on?

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