Greetings blender heads
As per request here are some Clay renders of the scene as well as some raw screenshots of how I built my scenes.
Enjoy.
You can find the official High Resolution versions on my Deviantart Account here:
Clay Render Poster
http://alphaprimesaviour.deviantart.com/art/Lamborghini-Aventador-XS-Poster-CLAY-RENDER-340459068?q=gallery%3Aalphaprimesaviour&qo=0
Final Composition Poster
http://alphaprimesaviour.deviantart.com/art/Lamborghini-Aventador-XS-Poster-340229171?q=gallery%3Aalphaprimesaviour&qo=1
Highway Scene Overview
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Ah the highway scene. Unlike the Slat Flats scene, this one took way longer with 10 times more detail added to it.
Initially starting off with only the road, the scene quickly grew into what is seen in the final render. Creating the mountain face off of an image and using tessellation to create the mountain “roughness” look was the way to go.
All the models were designed on site, the guardrails, concrete barricades, the whole scene. Most of the scene was built using one instance of all the models and using an array modifier to copy the models the exact same distance from each other in order to create the highway feel.
The road was designed to look as if it was made in segments, thus adding to a more realistic feel to the road, using a 4096 x 2048 custom texture, I made a high quality version normal map to compliment all the details in the overall scene.
Barricades are using a 2048 x 2048 custom concrete texture that was layered with multiple different textures using Adobe Photoshop. Final composition was done using Photoshop as well as basic lighting entities within the original scene to create a more aggressive and realistic theme.
The scene overall is lit with 2 sun lamps, one of which having a slight yellow-orange color, and the other a slight blue-ish color for the shadows. These were soften out with the samples on light shadows, one light was sharp and the other a lot softer.
Finally, a more realistic reflection was added using an HDRI image on a ball that was around the car but not visible to the camera, only visible in reflection. This added a more realistic look to how the environment was bouncing off of the car and added a more convincing lighting feel on the car, creating a rim light that gave a better reflection of the blue sky.
Hope to everyone who wanted to know how all of this was done gave you a bit better understanding of how it was made.
Salt Flats Overview
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For those who wondered how my scenes looked like, here is an in depth look at how I built the scenes.
This scene was pretty basic, using a half sphere to create the sky, I modeled a salt Flats tile off of an actual photo and after words tessellated it to look more realistic and have some depth.
I used an array modifier to tile the floor far enough so that when the camera was near the floor, the depth of the mesh was visible.
Clay Render Poster
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Wireframes will be uploaded soon! Stay tuned. Critique and comments are more than welcome!