2. BMW ResearchBMW Research
I received the BMW model, which was untextured and
incomplete. I conducted research into the BMW 3
series to which model and year it was so I could model
the headlights and texture the car appropriately.
3. BrochureBrochure
I looked online for the relevant make and model. I
found the BMW 3 series saloon 2008 brochure and
took screen prints of the headlights and the colour
swatches.
7. Final Paint ChoiceFinal Paint Choice
The choice of paint I decided to use was Barbera Red
Metallic. I used the pipette tool on Photoshop to lift
the RGB values from the brochure so that I could
apply them to the mi car paint phen x passes within
Maya.
8. Number PlateNumber Plate
Due to the car being a 2008 BMW 3 series saloon, I
make a textured the number plate to reflect this. I
used the 2008 number plate, not the 08 release but
the 58 to show it being registered in late 2008.
10. Tax DiskTax Disk
To make the car more believable, I added a tax disc.
I did some research into the colour and design of a
2013 British tax disk and then replicated it and added
it to the car.
12. Render PassesRender Passes
The following slides are a break down of the render
passes I set up in Maya. There are explanations to
ways I have rendered out the car and to problems I
came across, with the solutions I used.
They are broken into sections:
•Original Passes
•Passes to fix problems
•Matte passes
21. Passes to Fix ProblemsPasses to Fix Problems
These passes I made to fix problems with the first set of
passes, the main problem was the interior of the car.
Unfortunately this could not be fixed in post
production in a time effective manor so I rendered
out these passes to fix the problem in the most
efficient way.
23. Interior Seat FixInterior Seat Fix
The refraction and diffuse pass didn’t not render out
the interior seats, due to a mistake I made. I rendered
out just the seats of the car so I could just merge them
back into the scene.
25. Interior Pillar FixInterior Pillar Fix
The pillar fix I have shown in the Alpha channel as it
was to dark to see just normally. I rendered this pass
out so I could use it to make the inside panels of the
car show, as in post it was cut out during another fix.
27. Motion VectorMotion Vector
I rendered out the Motion Vector pass so I could apply
motion blur in Nuke. This pass measured the
movement of the camera so I could apply the blur.
28. Matte PassesMatte Passes
These passes were made so I could use them as masks
within the post production process, in Nuke. Each of
them either fixed a problem, or was used as a mask
on a colour correction node.
38. Interior FixInterior Fix
Inside the car, geometry failed to show in the final
composite. This geometry was black and was didn't’t
require much lighting or reflections so I used a surface
shader to colour the geometry black and then piped
it into the scene.