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Making of GT3 Race Scene in 3ds Max and V-Ray

Vraymaterials.co.uk 2015-07-21 11:08 tutorial  > 3ds MAX  > texturing

Read the tutorial by vraymaterials.co.uk! Includes Free Materials.

This tutorial was brought to you by vraymaterials.co.uk - the finest VRay material library consisting of a collection of high quality free materials for 3Ds Max and Maya.

This scene showcases two of our favourite cars in their full GT3 race spec, The BMW Z4 & BMW E92. Below we will run through our process of lighting, and texturing the full scene and we’ll also throw in Free Vray materials for you to download and use in your own scenes.

Click on image to enlarge GT3_Scene_PP_Final.jpg

Final image. This scene showcases two of our favourite cars in their full GT3 race spec, The BMW Z4 & BMW E92.
 
 

Click on image to enlarge GT3_Scene_PP_Angle_2.jpg

Final image, second angle.

 

Below we will run through our process of lighting, and texturing the full scene and we’ll also throw in Free Vray materials for you to download and use in your own scenes.

Click on image to enlarge GT3_Scene_PP_Wireframe.jpg

First up here we have our Wireframe Render.

 

Click on image to enlarge Screens_Scene_Overview.jpg

Here’s an overview of our whole scene in 3Ds Max.

 

Click on image to enlarge Screens_External_View.jpg

An external overview of our scene showing our simple lighting setup.

 

Scene Materials Used

Click on image to enlarge Screens_Road_Material_Breakdown.jpg

Our road asphalt Vray material is quite a complex one, although only using two texture maps (Both available to download for free at the bottom of this tutorial). We have used a composite material so we can overlay tyre marks onto the road. This allows us to tweak the asphalt material as much as we like without affecting our tyre marks. We used the dirt texture map to generate puddle reflections in the scene, with our asphalt texture serving as a base for our track.

 

Click on image to enlarge Screens_Texture_Asphalt.jpg

Our Asphalt Texture Map

 

Click on image to enlarge Screens_Texture_Dirt_Floor.jpg

Our Dirt Texture Map

 

Click on image to enlarge Screens_Kerb_Material_Breakdown.jpg

For our Kerbing we did create a bespoke UV texture map which doubled up as both our diffuse and bump map.

 

Click on image to enlarge Screens_Texture_Kerb.jpg

Our bespoke Kerb UV Map.

 

Click on image to enlarge Screens_Concrete_Wall_Material_Breakdown.jpg

Our concrete walls consisted of a single texture map once more, with another material to overlay the sponsor graphic on each concrete block.

 

Click on image to enlarge Screens_Texture_Concrete_Walls.jpg

The concrete texture map.

 

Click on image to enlarge Screens_Fence_Mesh_Material_Breakdown.jpg

Our metal fencing was created using a bent plane along with a UV mapped opacity map.

 

Click on image to enlarge Screens_Texture_Fence_Mesh.jpg

Our metal fence opacity map

 

Click on image to enlarge Screens_Car_View.jpg

Moving onto our car models, see below the textured models for both BMW’s. Both cars had their own custom UV map unwrapped.

 

Click on image to enlarge Screens_Tyre.jpg

Our tyres use both a diffuse and a normal bump map.

 

Click on image to enlarge nr_AI18_08_0042_Layer_12_899.jpg

The wheel rims also use a diffuse for the rims, and brake calipers, along with a normal bump map.

 

Click on image to enlarge Screens_Carbon_Material.jpg

Our simple carbon fibre material includes a diffuse and bump map.

 

Click on image to enlarge Screens_Texture_Carbon.jpg

Our carbon fibre texture map.

 

Scene Lighting

Our main source of light for the scene comes from a HDRI map attached to a dome Vray material.

Click on image to enlarge Screens_Light_HDRI_Setting.jpg

The HDRI map itself can be found in Evermotion’s Archexterior Vol. 17 which you can download from here.

 

Click on image to enlarge Screens_Light_Sun_Setting.jpg

We also use a Vray Sun & Sky to help define the lighting, reflections and shadows.

 

Camera Settings:

Click on image to enlarge Screens_Camera_Settings.jpg

We used a Vray Physical Camera to capture our scene.

 

Post Production 

Click on image to enlarge GT3_Scene_PP_RAW_Render.jpg

Here is our beauty render straight from 3Ds Max.

 

Click on image to enlarge GT3_Scene_PP_Layers_Divide.jpg

This image shows our post production breakdown. We added a few passes to the RAW image to add effects including DOF, Particles, Light bloom & Glows and finished with a colour correction pass.

 

Click on image to enlarge GT3_Scene_PP_Final.jpg

And here’s our final result.

 

We hope you found this project breakdown and run through helpful, and be sure to download the materials used in this project below. 

Download materials (click on images below):

Concrete_Wall_Render_200x275.jpgAsphalt_with_puddles_render.jpg Car_Paint_Render.jpgMesh_Fence_Render.jpg

 

 

 

 

 

 

This tutorial was brought to you by vraymaterials.co.uk - the finest VRay material library consisting of a collection of high quality free materials for 3Ds Max and Maya.

Author: Vraymaterials.co.uk Editor: Michał Franczak
Tags: vray shaders materials vraymaterials.co.uk
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rumitdhamecha 07:25:00  |  23-07-2015
Can you give a detail texture techniques on how you created Tyre marks on the road? Thank you.
Pupsik 14:27:07  |  03-03-2021
Hi! Please load the finished scene (without cars) so that you can make out how the light is made, tire tracks, reflection ... In the lesson, not everything is clear .... very short. I could have dealt with the scene in more detail.....