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AutEmotive Designs
United Kingdom
Registrace 12. 03. 2019
For the love of cars.
You can also follow me on
autemotive_design
Or contact me directly at Info@autemotivedesigns.com
You can also follow me on
autemotive_design
Or contact me directly at Info@autemotivedesigns.com
Blender Quick tips - Hood vent tutorial
A short Blender 3D modelling tutorial on how to cleanly add hood or bonnet vents to your car model.
You can also follow me on
autemotive_design
Or contact me directly at Info@autemotivedesigns.com
You can also follow me on
autemotive_design
Or contact me directly at Info@autemotivedesigns.com
zhlédnutí: 5 306
Video
Blender 2.8 - A better shadow catcher and compositor tutorial
zhlédnutí 996Před 2 lety
In this tutorial I go through my method for setting up a shadow plane and how to composite your model in to an HDRI environment giving you full independent brightness and colour control of your model, ambient occlusion strength and background. vklidu original tutorial on using an HDRI texture on the shadow plane. blenderartists.org/t/cycles-ground-for-hdri-environment-aka-shadow-light-catcher/6...
Metallic Car Paint shader for Blender (Cycles and Eevee)
zhlédnutí 13KPřed 2 lety
This is my tutorial going through the node setup of my metallic car paint shader for Blender that works in cycles and eevee. The shader gives easy control over the base paint colour and flake colour allowing you to create OEM paint through to custom heavy flaked pearl paints. You can also follow me on autemotive_design Or contact me directly at Info@autemotivedesigns.com
Blender - Shadow and Compositor Tutorial
zhlédnutí 21KPřed 4 lety
In this Blender tutorial I show you how to add a shadow plane, the common errors of using one and how to fix them. As well as using the compositor to include ambient oclussion and similate bokeh depth of field blur to your final render. Compositor Node Set up: flic.kr/p/2j9jAo5 HDRI from: hdrihaven.com/ #Blender #Tutorial #Shadow #Compositor #render You can also follow me on autem...
Lancia Delta Integrale Evo 360 Degree - Blender Render
zhlédnutí 393Před 4 lety
A short clip showing off a 360 degree rotation around a Lancia Delta Integrale Evo. Model created and rendered in Blender. #Blender #Render #Lancia #Integrale
Land Rover Defender Pick Up
zhlédnutí 7KPřed 4 lety
Land Rover Defender Pick up Truck photoshop render. What would it look like if the 2020 Land Rover Defender came out in pickup form? Also follow me on Instagram autemotive Equipment used: Adobe Photoshop CS6 XP Pen 15.6" Artist Pro Music Credit: LAKEY INSPIRED Track Name: "Days Like These" Music By: LAKEY INSPIRED @ soundcloud.com/lakeyinspired Original upload HERE - www.youtube.c...
Porsche 911 + Taycan = ??? - Photoshop Render
zhlédnutí 130Před 4 lety
Porsche Taycan 911 Photoshop render - What would it look like if a Porsche 911 had a Porsche Taycan front end. Equipment used; Photoshop CS6 XP Pen Artist 15.6" Pro Tablet Music: www.bensound.com/
Koenigsegg Regera GT Concept
zhlédnutí 268Před 4 lety
Koenigsegg Regera GT Concept Photoshop Render What would a Koenigsegg GT car look like? A Photoshop render based on the Koenigsegg Regera. Made for the Koenigsegg Design Challenge on Instgram. Made using Photoshop CS6 and XP-Pen Artist 15.6" Pro tablet. Music: www.bensound.com/
Toyota Supra Mk5 ReDesign
zhlédnutí 639Před 4 lety
My re-design of the Toyota Supra Mk5. Most of the work has been done on the front bumper but a few little tweaks elsewhere too. Tools used: Photoshop CS6 XP Pen 15.6" Artist Pro Music Credit: LAKEY INSPIRED Track Name: "Days Like These" Music By: LAKEY INSPIRED @ soundcloud.com/lakeyinspired Original upload HERE - www.youtube.com/watch?v=RTGEo... Official "LAKEY INSPIRED" CZcams Channel HERE - ...
Mercedes F1 2021 Photoshop Render
zhlédnutí 1,3KPřed 4 lety
My Render of the 2021 Formula One car proposed by the FIA render in the Mercedes 2019 livery. Tools used: Photoshop CS6 XP-Pen Artist 15.6" Pro Music Credit: LAKEY INSPIRED Track Name: "Days Like These" Music By: LAKEY INSPIRED @ soundcloud.com/lakeyinspired Original upload HERE - www.youtube.com/watch?v=RTGEo... Official "LAKEY INSPIRED" CZcams Channel HERE - czcams.com/channels/Omy.html... Li...
Ferrari F1 2021 Render
zhlédnutí 3,6KPřed 4 lety
My render of the 2021 Ferrari Formula One car based on the 2019 livery and the 2021 car shown by the FIA last week. Music Credit: LAKEY INSPIRED Track Name: "Days Like These" Music By: LAKEY INSPIRED @ soundcloud.com/lakeyinspired Original upload HERE - www.youtube.com/watch?v=RTGEo... Official "LAKEY INSPIRED" CZcams Channel HERE - czcams.com/channels/Omy.html... License for commercial use: Cr...
Formula 1 2021 Photoshop Render
zhlédnutí 390Před 4 lety
My Photoshop render of the 2021 Formula 1 Car. This is the base render which I will be adding 2019 liveries on to see what 2021 could look like. Equipment used: Photoshop CS6 XP-Pen 15.6" Artist16 Pro Music Provided by Chill Out Records Music Credit: LAKEY INSPIRED Track Name: "Better Days" Music By: LAKEY INSPIRED @ soundcloud.com/lakeyinspired Original upload HERE - www.youtube.com/watch?v=RX...
Solid tutorial
awesome
Thanks for the tutorial! There is one thing that I dont really get: On big surfaces the flakes appear more like a square around the lightsource, instead of being round. Do you have any ideas?
Finaly i found tutorial to use a plane like realistic ground reflecting shadows, lights, indirect lights, and any, influence lights on 3d object.
thank you
i dont understand why you shrinkwrap there ...i know what that modifier does i just dont understand why its important here, why couldnt you just make the copy with vents look good
You can make the copy with vents look good but it's much harder. As I showed, once you add the edge loops to tighten the edges for the vents, the smooth curve of the panel gets creased too. You could manually move these edges to remove the creases or merge vertices so the edges don't go all across the panel. But these come with downsides such as working with a high poly mesh which is difficult to make changes to while keeping it smooth or artifacts. Using a shrinkwrap gives you a best of both. It's far easier as you can have a low density base mesh (with the density increased by increasing subdivisions) that's easy to keep smooth and editable and a high density mesh with edge loops for details that remains smooth due to the shrinkwrap.
bless u man so many forums ive read and none of them said this
think you might need to boost your audio... I couldnae hear anything you were saying... other than that, good video
That s not good topology at all
So gooooood. Thank you so much for this.
This is lifechanging.
Very detailed and well explained tutorial. Thank you. Please mention that 'Indirect Lighting -> autobake' must be checked, orherwise it will not work (on Blender 3.6.2 Evee)
Good to know! I almost wholly use Cycles but I've pinned your comment for any future Eevee users.
I can't express how much this shader has helped me . Thanks for sharing. Hope you continue helping us get the most out of Blender, especially the rapid rendering eevee. Best wishes
Blender still hasn't resolved this. Such a pain the backside to get rid of those little white highlights where the tyres touch the ground.
This is perfect. thank you. Ive been looking for a good paint. what is the HDRI that you are using?
It's Driving school from PolyHaven.
This is pure genius! I'm pretty new into Blender and drowning myself in tutorials, and THIS is possibly the best one I've seen so far... I have no idea how you figured all these nodes out, but it works brilliantly! Thank you for sharing this technique, and for explaining it slowly and carefully so a new user like myself can follow along. You now have a new subscriber and I'll be looking for your other tutorials... thanks again!
Great tutorial! This is the best result I've achieved so far in Blender. However, there are a couple of things I would like to improve. First one is that the clearcoat should have some thickness and the other is that the metallic value in the base paint never looks quite right. I'm not sure how to achieve this but I think it would bring the material to another level.
Thank you. Clearcoat thickness is certainly something that is real but on most cars it's measure in the 50-200 micron range so it raises an interesting question of when is close enough close enough? As far as I know, the only way to really get thickness for a clearcoat would be to duplicate and scale up your mess a tiny tiny percentage and adding a glossy surface and volumetric to this. But you couldn't add regular Blender materials as Blender breaks some laws of physics when it comes to energy conversion of light passing through objects. If you're going to this nth degree, would you also model the various layers for metallic flakes as they're at slightly different levels too? This all probably could be done using the real physics equations and enough math nodes but I'm not sure how much better it would look or how much worse render times would be. That said though, it would be an interesting challenge to try one day. As for the metallic value, I'd agree. In theory to be correct the metallic value should only be 0 or 1. Honestly though, similar to above, it took about 2 weeks of tweaking to get this material and it got close enough. But maybe if I fancy chasing the clearcoat above, I'll chase the perfect base too.
Thank you
Hey AutEmotive Design! I am glad to be sub nr 518. I know as a small channel how hard it is to gather subs! Great content for Blender automotive visualization!
is so good to help me
awesome tutorial, just keep in mind that denoising tends to murder those amazing metallic flakes
This is such a good tutorial
How to do cowl hoods
You can make cowls in much the same way but instead of moving the vertices down for the vent, move them up. The shrinkwrap technique means you can add the extra geometry for the cowl without ruining the look of the rest of your hood.
Very nice tutorial, thank you!
I wonder if this is specific to a particular Blender version. I am getting strange camo-pattern (mirror vs. paint) if I keep the IOR of the Fresnel node at 1.450 Blender 3.3.1, Cycles with GPU Compute (CUDA)
I just loaded the MX5 used in this video in 3.3.1 and it renders the same so don't see why it looks different for you. I'm not sure what you mean by mirror vs paint camo pattern so I can only assume you've gotten a node or setting incorrect somewhere. Send me an email to my email address in the description and I'll send you a file with the material so you can append it to your project to make sure it's the same.
@@AutEmotiveDesigns _"so I can only assume you've gotten a node or setting incorrect somewhere",_ that is very likely (and maybe like 1pct chance that my model-scale doesn't play well with some of the Scale values used in some of the nodes) thank you sir, i will 👍🏻
forgot to add a follow-up here, in case anyone stumbles on this too thanks again to the channel owner, in the end we found out I had normals flipped on the model
i find it interesting that you have to darken the plane to match the hdri. I've tried this on multiple projects with multiple hdri's. I've also tried using an image texture from my first frame and projecting from view. my plane is always too dark and casts a dark reflection in the sphere that doesn't blend with the background.
muy bueno mannn...muchas gracias. muy practico
Awesome tutorial, very well explained and direct to the point. The only issue is that the audio volume is quite low.
Amazing tutorial. Gonna use this a lot now. Another thing, how do you get your reflections to flow so smoothly throughout the car?
Thank you. Regarding the reflections, it's just a case of using as few vertices as possible as it's easier to keep the edge flow smooth. Then using the shrinkwrap like my in hood vents video to add details.
Amazing result, thank you!
Your Shadow Catcher pass is not connected to anything in the compositor? I am confused. How to you use the two togther (Shadow catch + AO)?
Great Tutorial, thank you. (audio volume is very low however)
Thanks!
This is a fantastic tutorial and shader. Thorough, not "hacky" or too focused on a quick/easy result (not that it's not quick or easy to follow), looks great, and setting it up for easy reuse/editing was a super helpful tip for a beginner. Thanks so much!
Thank you, I'm glad you found it useful.
Exactly what i was searching
Thanks for the great tip on AO and multiply node! For me one scene is totaly enough and it's easyer to manage the camera position change (no need to repaste the camera into background scene). So you basicaly need a single multiply node with image routed to the top and AO to the bottom. The only issue is you must use some plate shaped mesh instead of plane for shadow catcher to hide borders in AO.
Very well laid out and explained. Many thanks!
Such a great tutorial!! you have a great voice for teaching too! I would just say maybe getting a new Microphone would help you even more because it was pretty quiet, but otherwise amazing thank you!!
Thank you for the kind words. I have a good mic, I'm just struggling to find a good consistent set up with it but I'll get there.
Let's be honest. People use Blender because it's free. Not bad but not good either. It's difficult to choose when there are so many options. But in the end, learn the 3d package that pays if you're into that. For goofin' around, use whatever.
Wow what car is that? Looks lovely!
Thank you. It's my concept of what a "traditional" McLaren GT would look like. There's full renders on my Instagram if you want to see more.
@@AutEmotiveDesigns Oh that's nice, i love GT haha! Great work man, i will keep an eye on your insta!
Thank u!
I can't hear youuu! Nice video, thanks :)
Thanks for the video. I'm fairly proficient when modelling but don't have a clue when it comes to rendering something.
Question how do you make a evee reflectif
i think it should be left side so we are staying out stay out in in in lapd cars to overtake the safety car this race that started with i dunno what is ended with i dunno what
I hope it will help you
This is really good. Thank you so much for this ♥
It was instructive for me. Thanks
Thanks for the comment, I'm glad you found it useful.
Is it possible to apply this to a simulator asset that already has UVs and texture/roughness/normal sets?
How do you mean 'a simulator asset'? Existing UV's shouldn't matter though you would need to add something like alpha masking if you want to mix between my material and an existing UV map. As for existing texture/roughness/normal sets, it would again depend how you mean it. As if you're wholly changing material I'm struggling to think of a reason you'd be wanting to keep using existing sets.
@@AutEmotiveDesigns There are lots of others textures for other parts that shares the same UV’s Texture map. I’m guessing I need to learn/figure out how to bake all of the individual components textures at the same time. If I try to bake this effect, that is all that ends up bake, everything else is missing.
This is a great video and thank you for sharing. Is there some way to contact you?
Glad you like it. My instagram and email are in the about section on my channel page.
Fantastic vid!
Thank you.
Many Thanks Bro!