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

Download files Here

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.

Download files Here


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