NEIL BOTTRILL
PHOTOSHOP RENDERING
Neil Bottrill, a Coventry University graduate has put together this
tutorial to show his techniques for using Photoshop in order to achieve very
realistic side view renderings. If you are interested in seeing more of
neil´s work you find further examples in his CarDesignNews portfolio on,
www.cardesignnews.com

Make sure the selected sketch is
free from major perspective issues; even in a side view there is a value of
depth. Use whatever medium you feel comfortable with, I lightly sketch in
pencil first, then finalise with a black biro. I find this method provides a
clear, precise guide with the extra benefit of the scanner not picking up
the hideous mess that is my pencil sketch. Luckily the sketch will not be
visible on completion of the render.
Scan the sketch at 300 dpi. The reasons for this being;
1. The image can be printed out on A3 at 200d.p.i. with negligible
difference in quality.
2. The largest brush head is 300 pixels so higher resolutions result in a
lot of brushwork.

First duplicate the sketch by
choosing ‘Duplicate Layer’ in the Layer menu and setting the layer style to
‘Multiply’. This layer should remain above all subsequent layers. Create a
new layer and fill the wheel wells with black. On another new layer, import
the wheels. Either cut and paste existing wheels or use wheels that you have
designed and already rendered in Photoshop. I save all wheel designs in a
folder so I have a library of rims to choose from. For a detailed tutorial
on wheel rendering see Allan MacDonald’s tutorial on Car Design News.

New Layer. Create a boundary
around the bodywork. Creating the boundary can be done in two ways, by using
Paths or Polygonal Lasso. Polygonal Lasso is the quicker tool but, as the
name suggests it creates polygons, following a curve will result in a series
of straight lines. Zoom in and keep the lines as short as possible. Paths
are tricky to use at first but they offer complete control over the tangents
and radii of the curve required. In this instance a Path is better due to
the large nature of the component and it will need to be saved for future
use (See inset). Fill the boundary with body colour.
Create a boundary around the wheel
arch lips, copy and paste onto a new layer. On the bodywork layer use the
Dodge tool to lighten the upper facing areas of the car and the Burn tool to
darken the downward facing surfaces. If your design has swage lines that
separate upper and lower surfaces (like this car) create a boundary to get a
crisp divide between the light and dark.
Create a new layer above the
bodywork but below the copied wheel arches. On this layer use the Paintbrush
tool to further sculpt the design. Rather than using black and white, use a
very light blue for surfaces pointing skywards and a dark brown for surfaces
facing towards the ground. Vary the opacity (maximum 50%) of the brushes in
accordance to the position of the surface and light source. Once the
Paintbrush work is done, Dodge/Burn the lower part of the copied wheel
arches until they match the bodywork then merge all bodywork layers.
Path/Lasso the light clusters and cut.

On a new layer below the bodywork
create a Path/Lasso for the far side glass area. Fill this with a Sky Blue
at 40% opacity. New Layer and mark out the far side interior structure
(Pillars, Roof lining, Door Capping, etc.) Fill with a mid-tone at 100%
opacity and Dodge/Burn for depth (unless the car has a glass roof the light
will come from the sides, not the top). Yet another New Layer is needed for
the interior components (Seats, Steering Wheel, Fascia) which need filling
with a darker tone. Again, Dodge/Burn to apply form. New Layer, mark out the
near side pillars/framework and fill with black. New Layer, mark out the
near side glass area and fill with a 40% opacity gradient going from sky
blue at the top to a slightly darker blue at the bottom.

Select and outline the near side
pillars/framework and cut from the near side glass. Inner Bevel the layer
containing the far side interior structure (Layer, Layer Style, Bevel and
Emboss) and merge with the layer containing the interior components. Apply a
small Gaussian Blur and then merge with the far side glass area. Mark out a
horizon line on the layer containing the near side glass area, from the
centre apply a white 50% opacity Paintbrush above the line and Burn below
the line. Inner Bevel the layers containing the glass area and the
pillars/framework. Merge all glass/interior layers and use the path from the
bodywork to trim to shape, then Inner Bevel.