Category: CG Work

MkII Escort WIP Update

More work on the Escort. I had the lower contour line way too high, so I have adjusted it to where it should be. I also added the small RS front bib and boot lid spoiler. Because I plan to add the forest arches to it, I have also taken time out to make some spotlights and brackets.

[image_frame height=”200″ width=”275″][/image_frame]

[image_frame height=”200″ width=”275″][/image_frame]

More to come soon!

MkII Escort WIP

Working more on the body shell. I’m following my usual workflow, so having pinned the shape down pretty well, I have frozen the SubD model at level 2 to make adding in smaller detail areas more straight forward.

[image_frame style=”framed” height=”120″ width=”250″][/image_frame]

[image_frame style=”framed” height=”120″ width=”250″][/image_frame]

MkII Escort : More Work in Progress

[fancy_images width=”300″ height=”200″]

Spent a little more time on the shell, adding in the basic internal structure. I’m not going mad making it exactly like the real thing, as I only need it to be seen as background detail pretty much. I could if need be just make overlaying panels  to put in if it was going to be seen really clearly.


MkII Escort : Some more on the bodyshell

[fancy_images width=”300″ height=”200″]

Spent a bit more time on it, and the bottom of the windscreen pillar where it meets the front wing and the door is doing my head in again (I remember now that it caused my some hassle when I modelled the MkIII Capri).

MkII Escort : Refining the bodyshell

[fancy_images width=”300″ height=”200″]

Just a quick update on the escort, tweak, twiddling, pushing, and pulling. This for me is the slowest part of the process, and I always look forward to the main shell being locked down so that I can start adding all those lovely details.

MkII Escort : Blocking in the bodyshell.

[fancy_images width=”300″ height=”200″]

The initial step after setting up the blueprints is to block in and refine the bodyshell. This is a couple of hours in now, still plenty to do, and a whole load of pushing and pulling on those verts!

I’ll post more updates as I go!

Time for a new car project

So it’s a little while since I modelled a car, and once again I am not going to go the modern supercar route. Instead I’m going back to a classic era. I will post updates as I go, but in the mean time, the blueprints I am using in conjnction with a healthy dose of photo reference.

[image_frame style=”framed” align=”left” height=”200″ width=”300″][/image_frame]

Dragonfly Montage

I decided to do a render of the dragonfly with some smaller detail shots of different parts of the model. Give or take minor tweaks it’s pretty much done I think.

[image_frame style=”framed” align=”center” title=”Dragonfly” height=”630″ width=”620″][/image_frame]

FBX, Dragonflies, and Keyshot

Well for reasons in hindsight I don’t really understand, I have only just gotten to trying exporting entire scenes from Lightwave as FilmBox format (fbx). I was prompted in to this because I wanted to bring my dragonfly model in to Keyshot, and the prospect of saving transformed objects for each piece in Lightwave’s layout was just not funny.

Instead I fired up the FBX Exporter, and not only does it save out all the geometry as it is in the scene, it can export none, some, or all of the animation. Import the resulting FBX in to Keyshot, and the animation is all there and almost perfect. I say almost because there is one slight issue, which I haven’t completely sussed out. A few small bits move incorrectly, and I think it could be items which in Lightwave are matched pairs targeted at each other. In Lightwave this causes a ‘cyclic dependency’ warning, although Lightwave will quite happily go with it. If that’s not the issue, I need to dig deeper. Keep an eye out for more soon on that.

The other thing I have to work around is that not all the surfaces come through separate, so I need to break the surfaces to multiple layers in Lightwave so that they come through distinct in Keyshot. That’s going to be a bit annoying to do, not least as it means there are additional layers to be put through to Layout that aren’t there as it stands.

But the first pass is not bad for a start:

[image_frame style=”border” align=”center” title=”Dragonfly First Pass” height=”200″ width=”620″][/image_frame]

Keyshot 3.1 : Realtime Environment Editing

With the Keyshot 3.1 update installed, here is a little demo of another brilliant feature built right in to the software.

Have you ever got the preview render running and wished you could just make some little changes to the HDRI map you are using? Well now this is just a minor step in Keyshot 3.1


The Process

[image_frame style=”framed” align=”left” title=”Model Loaded. Environment Set.” height=”100″ width=”175″][/image_frame]

So we’re up and running, but I want some colour in there, rather than everything being sterile white. Hit the edit button next to your environment image path.



[image_frame style=”framed” align=”left” title=”HDRI Environment Editor Window” height=”100″ width=”175″][/image_frame]

The editor window for the HDRI has two tabs. Adjustments allows you to colourise the HDRI image, as well as tweak brightness and contrast (more on that a little later). The Pins tab is where you can add new illumination sources to the HDRI environment.


[image_frame style=”framed” align=”left” title=”Stick a new pin on there!” height=”100″ width=”175″][/image_frame]

On the pins tab, add a new pin, and you’ll see a locator handle appear centred in a bright circle. Crucially you will see the real time preview render in Keyshot update to reflect the new light source you’ve added. You’ll have the default values of 0.5 for fall-off (how sharp and harsh the edges are) and 2 for brightness. The colour defaults to white.


[image_frame style=”framed” align=”left” title=”Adjusting the new pin.” height=”100″ width=”175″][/image_frame]

Here I have adjusted the pin by dragging it to a new position (in this case specifically to be reflected in the watch glass to highlight it’s presence) and changing it’s colour to a pale blue. I also brightened it to 3 and adjusted it’s radius to be a little smaller.


[image_frame style=”framed” align=”left” title=”Rectangular Pin!” height=”100″ width=”175″][/image_frame]

Now I have added a rectangular pin, coloured yellow to contrast the blue I added before. It’s worth noting the enabled check box, so you can switch pins on and off to adjust and see them individually for fine tuning.



[image_frame style=”framed” align=”left” title=”Adjust the underlying HDRI” height=”100″ width=”175″][/image_frame]

Here I have adjusted the underlying HDRI content, toning the brightness down from 1 to 0.25 and upping the contrast from 1 to 1.5 to get more over all effect from the newly added elements. You can incidentally set the brightness to 0 which will then make all the previous existing HDRI elements black, leaving only your newly added pins to provide lighting.


[image_frame style=”framed” align=”left” title=”Save your changes” height=”100″ width=”175″][/image_frame]

Once you are happy with the changes you have made, you can save your newly adjusted environment map as a new image, ready to use as and when needed in the future. It’s as simple as that.


All done!

[image_frame style=”framed” align=”left” title=”Final Results” height=”300″ width=”620″][/image_frame]