So with a great deal of excitement and anticipation I began modeling the X-6. I started very low poly around the front wheel arch, there were maybe 6-8 sides to the arch at the start. I then built the front wing, with most of my concern on keeping good clean flow lines. I built the rest of the car using this method, following the lines of the car in a smooth and effective manner. Once this was complete I deiced to try and up the poly count and improve the over all silhouette.
I used the turbo-smooth modifier to achieve this. Usually I wouldn't use turbo smooth but since this model was only being used for production and final renders, not games I felt justified . Initially turbo-smooth caused many problems and seemed very messy. After some reading online I refined the mesh by chamfering edges to achieve the hard lines and smooth curves I required. However the chamfering required a lot of forward planning and fine tuning to make sure is was left with clean topology. Once I had gotten to grips with this method the car really began to take shape and I started work on an interior. I didn't want to spend too much time making the interior super detailed, as the main focus would be the outside.
After I'd got the interior out of the way I began fine tuning the outside.
I had a lot of trouble with the shapes in and around the rear bumper. It has a lot of hard edges and changes in direction, which when chamfering and smoothing can get a bit confusing. After sorting that the front bumper was less of a challenge, and with that done most of the challenging shapes where complete.
I did quite a few test renders just to see how it was looking. These highlighted a few areas that needed work, the door handles for example were not smoothing in the right shape.
I want through this process quite a few times until I was happy with how the car was looking.
I had quite a bit of trouble balancing the brightness and contrast. It was either coming out too dark and undefined or too bright and washed out.
For the final renders I tried to place the camera in positions that replicated advertising images used by car firms. I think the low angel shots were particularly effective at making the car look aggressive and imposing.
I wrapped up my 5 best renders in a PDF and sent an email with all my fingers crossed.
‘Camera recording its own condition’ is another work by Hilliard consisting of 70 photographs of a camera. Each photograph is slightly different according to the conditions under which the camera’s settings have been changed. Many of the photographs are under exposed contrasting with many that are overexposed. The aim with this piece is to show that an image can be manipulated and distorted even with just the use of light and the lens. There are many possibilities for error when taking a photograph and a photograph can never be a true representation of an image or object. Colours especially can vastly change. This in particularly becomes important to remember in visual design, there is no substitute to on site observational drawing. (happy now Chris?)
I find Hilliard’s work very interesting because, maybe previously I have rarely ever questioned the truth of a photograph. Perhaps a little naivety on my part, but now that I can see how manipulation can be so simple and have such an effect.