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Here details have been
added to the headlamps, taillamps, grill and a front air intake added. White
highlights have also been stroked along Y-zero and over the front wheel
arch.
This guide is exactly that, a guide to illustrate my workflow and hopefully
help you to develop your own. . . . It takes lots of practise, so keep
trying, at least with Photoshop you don’t get high on marker fumes, ah the
good old days. . .
On a new layer create a
path which follows the doorshuts you sketched and
stroke with a fine black brush. If the black is too harsh, lock the layer
transparency and with a large soft brush paint lighter tone.
Duplicate the split line layer and position beneath the original, lock the
transparency and fill with white. As before when creating the window seal simply move the layer down and
to the left to create the white highlight.
With the background added
more details can be applied. Duplicate the sill layer and apply a pillow
emboss, modify the depth, light direction etc as necessary. Create a new layer and merge with the modified sill layer, Now the
un wanted part of the effect can be erased leaving the original sill layer
visible underneath, Smart huh!!
This process is repeated for the splits around the grill, headlamp and tail
lamp.
The background can be added
at any stage and can be as complex or as simple as you wish. It should help
convey the mood/ feel of the type of car you are designing. Don’t over cook
it, remember you want people to focus on the car and not be looking at
details in the background. Working on the background also gives you the
opportunity to absorb the rendering so far and assess if you wish to make
any changes before adding more detail.
At this point a core line
has been added to define where the bodyside meets the roof and white added
to define where the bonnet shut meets the front wing. A soft highlight has
also been added to define the shoulder of the car.
On a new layer placed above
the bodyside horizon and below the wheelarch opening/shadow layer create a
circular selection. Scale and position the selection to create the wheelarch
flats. Create a new layer and convert the active selection into a path.
Stroke the path with a small white brush to create a highlight running
around the wheelarch, delete the bottom half and play with the layer opacity
until you have the intensity you desire.
Defining the Wheel Arches.
The wheel arches are quite round and organic on this car so dark tones were
added free hand, using a large soft brush.
The process so far can be applied to most car rendering. However all car
designs are unique and therefore so is the process for each rendering. From
here the steps are more specific for this design and the form I was trying
to describe.
WAYNE WESTERMAN
Adobe
Photoshop Rendering
page last updated;
2009-07-26
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