Cgtuts+ Workshop #26 Ford Mustang
tuts workshop

Cgtuts+ Workshop #26 Ford Mustang

We’re back with another entry in our weekly community project, where we post a render or animation created by a member of the Cgtuts+ community, and ask you to provide feedback and constructive criticism on their work. It’s a great way to learn more about the intricacies of computer graphics, express your viewpoint, and have your own content critiqued by your fellow artists!


Quick Ground Rules

  • Be nice! We’ve deliberately chosen work that isn’t perfect, so please be constructive with any criticism.
  • Feel free to offer any type of advice on – Modeling, Texturing, Materials, Lighting, Rendering, Composition, etc.
  • You can also link to another render that you feel offers a great example of this type of content done exceptionally well.

So let’s get to it, here’s this week’s entry created by Will Roos!

Ford Mustang

Cgtuts+ Car Mustang Render critiqueClick To Enlarge

A Little Background

I used a model that I downloaded from the net, still a bit new to 3d Modeling and busy creating my first model now. Anyway here is my first car render using 3ds Max and Mental ray. I really love old school muscle cars, so I thought I would start by rendering out a pre-made model. I like the reflections and lighting of the scene, although I know it could still use a lot of work. I would like to know how to make the models I create in the future look as realistic as possible. Please any info to improve my work would be appreciated.


Also be sure to check out more of Will’s work on his Website

Please let us know what you think in the comments – how would you have approached this project or done things differently? Any thoughts on how it could be improved or taken to the next level. Chime in below!

The most constructive and helpful comments will be featured on the site. Interested in submitting your own video or 3D render? You can do so here! and have your work featured in a future Cgtuts+ Workshop!


  • http://www.youtube.com/user/playplaynirmal Nagesh

    nice one, no complains for modelling… but the output is somehow dull looking , i cant figure out what is wrong actually, but tires, glasses and that body paint seems white white… i mean see the tires… not that type of stunning contrast type.. i dont know whether that is the right word..
    But very nice Modelling , loving that…

    and just i was thinking… a video render would be great for showing car renders… i mean those reflections passing by the car body…

    • Chet

      Agreed, the model looks good but the final result isn’t very impressive. Definitely work on the lighting and materials, maybe some bump and variety in the textures. I also don’t really like the strange wood floor that looks stretched out. You’ve done some great work that isn’t being showcased right now, would love to see another version

  • Dave Cleveland

    Nagesh, I think you hit on part of it in your last sentence. It looks dull because the metallic parts have nothing to reflect. It needs an environment map or some other objects to see in the reflections. That doesn’t apply to just the metal parts but also the paint of the car.

  • http://www.fouadkaram.com Fouad

    Very nice render. I would change a little the lighting to get to see under the car. It’s a little dark at the moment. Maybe more light bouncing off the floor.

    Did you do your own textures?

  • http://www.greasypigstudios.com Arvin

    Very first thing I would do would be to make the scale of the wood floor texture MUCH smaller. I think the main reason people would react negatively to this is because it jumps out at them as a toy, and not a real car, and that automatically makes them assume it’s “fake.” No wood has textures that wide (and blurry), it just clearly looks like you zoomed in, which makes the car smaller. I would probably also have the light fall off in the distance, again it looks “fake” because that would have to be a GIGANTIC wood floor to extend so far out into the distance. If you put a fade back there then we can assume the room ends at some point but we just don’t see it.

    Finally, I might lower the position of the camera so we’re looking a little bit more up, there’s a lot of black at the top of the composition which looks unbalanced. That or I’d have the camera higher up looking down so the floor extends to the top of the frame.

  • http://www.antsmagazine.com/ Unaiz

    i like the reflections and wooden texture as well… nice…!

  • http://www.fraprojects.co.za Will

    Hi Guys, firstly I would like to thank everyone for their comments it has given me new insight to make the model look a lot better. I will get working on the next render and see if I can improve my work.

    @Fouad, the textures I used was all built in mental ray shaders that I tweak here and there nothing major, still learning the best way to create realistic textures.

    @Chet, this is the latest render I made, http://www.frprojects.co.za/wp-content/uploads/2012/08/rims_one-770×433.jpg not the car though.

    Thanks again for all the comments.

  • Taffy Dog

    HI nice job,
    maybe think about setting up an infinity curve background in black or white to render against, and then add some metallic balls or tauruses (what is the correct plural of taurus) to create some reflections on the car, or use a good quality outdoor photo on a plane to for reflections

  • http://www.cstefiuk.com Chris

    At first glance, the reflections and lighting seems decent, but I think you could use more light sources. Place some lights in the scene (area lights will probably be best) to get reflections on the hard edges of the car, to really make the curves and change in surfaces pop out to the eye. Use lights with softer falloff to light softer parts of the car. The way the hood is lit is working very well, but when you go around to the side, it doesn’t look nearly as interesting, because lights are falling off in the middle of panels, and there’s no pop on the side vent, so it seems very flat.

    Your textures definitely need work. The pre-built ‘textures’ in 3D software like Max and Maya are only so good, and won’t typically get used for color maps. Go on google, find some reference for tires, headlights, and leather, and recreate those in Photoshop. There are tons of tutorials around that can help you with those, and don’t be afraid to find stock images of leather and just slap those on as your texture.

    Your tire material needs work too. Tires reflect and absorb light differently from most other surfaces, and they are rarely ‘black’ as well. Tires typically have a brown hue to them.

    As for that other render you have, it’s very dark, because your only light source is high to the left. Bring that light source around to the front a bit, so the front wheel is lit, then add another fill light on the right side, so we can see the surfaces in the right side. 3 point lighting tutorials can be found everywhere on the Internet as well.

    All aspects of 3D take a bit of time to catch up on, and shooting for very realistic looking renders is not an easy task at all. For that, you need your lights, textures, and materials dialed in. It’s still tough for some experienced artists to pull that off. If I were you, I’d take the time to understand what the materials do to make them look the way they do, or figure out why a light illuminates that surface the way it does, and what happens when you change a certain attribute. If you’re new to modeling, I assume UVs are foreign as well, so you’ll need to gain an understanding of how textures work paired with how the object’s UVs are laid out.

  • Thor

    You probably ask your self “Why does it look fake?” I got a short answer for you ;-) It`s called details. Your 3D model is TOO perfect. Get some more details in the tires, for example some text and some tire tracks (probably some dirt too, but of course it depends on the location where your car is going to be or if it`s suposed to look new for example for a commercial). You should also put on some scratch and dust/dirt textures on the cars body.