Images made to excite from various vehicles. Low light, high contrast and dramatic angles created with Unreal Engine and post processed with Photoshop. I created most of the environments present together with its real HDRI images for realistic reflections. Materials come from the automotive collection.
Short cinematic animations that create emotions. Crafted in Unreal Engine, post processed in After Effects. I used AI voice for the announcer and a real time engine sound. Materials come from the automotive collection.
For those interested in the technical part.
I cleaned the model, meaning only keep the surfaces that will be visible in the render, I tessellated the model so it will have more geometry and curvature. I renamed each piece so I could have a descriptive name.
Got Alias surfaces, some of them were flipped so I fixed them in C4D and Blender for practice. I re imported the problematic pieces into Unreal using the substitution function. The surfaces had already a cubic UV which was suitable for applying textures.
Once in Unreal, I set up an HDRI file which can provide realistic lighting and reflection. I rotated the HDRI, set its strength and applied the necessary settings for Pathtracing. The HDRI I chose has a little “mars” vibe, as if my car interior was some sort of space ship.
I used the Unreal Automotive library, one could also use Substance Painter if extra details are necessary. I had some issues with the glass, but I fixed it using option subsurface profile which made the glass clear and increase its IOR reflectivity to see the emissive instruments reflect.
Setting the focus for the camera took some testing as I didn’t want a too blurry image but rather a natural look. Unreal usually has too aggressive settings for my taste, so I tuned it a bit down. I adjusted post processing to have a natural and interesting image out of the engine.
Created 6K renders to bring them to Photoshop for some post and corrections with AI. With AI one can correct even create parts that are not perfect in our render. I used Photoshop Camera Raw filters as it has a great selection of settings to tweak and give more realism or style to the images.
The surfaces were already meshes, although Vred can work with Nurbs which is great. The geometry is dense enough. Vred can flip normals which is a big plus.
Vred has great included materials, perhaps this is an important characteristic compared to other software. No hassle, just look into the included libraries.
Vred has great support for back plates, although I used standard HDRI for the background and lighting. Vred supports going into VR without specialist knowledge.