Geely Emgrand 7 Facelift Concept

I think all modern cars have to complicated mirror designs. I prefer the top left one in the intermediate designs, preferably without camera, light and electric motor. A simple design means that the snow will just slide off when the car is parked outdoors.

Thank you for sharing your opinion! Yes, things were simpler in past, but a current tendency is to assist driver were possible.
Of course, the more complex object is, the more probability of something going wrong with it.
However, my car is always parked outdoors and all mirrors components works fine (so far :slight_smile: ). The snow is not an issue as well.

So, here is a new bundle of intermediate renders:


There were different changes, most noticeable on a central console.
As for cup holders, after a while I understood that it is not a good idea to place them near an armrest, so decided to swap a buttons pad and cup holders.

Here are virtual testers, it seems that they like this idea :slight_smile:


And here is a current situation:


More coming soon!

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Hello,

Here are some new updates:



P.S. I still use Blender 2.78c for modeling, since with 2.79 I face an issue with a material preview list, it generates that previews too long if there are a lot of materials (that tiny balls next to materials names). It’s a known issue and I saw a bug report regarding this, but any of proposed solutions doesn’t work in my case. Maybe I should consider some of test builds.

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I smell a Forum Gallery coming up next.
It looks very nice, well done!

Thank you!

Actually the project is only halfway ready.
The nearest milestones are: central console, driver dashboard, leather stitching, buttons pictographs, seats redesign and so on.
So, there are a lot of things left to do! :slight_smile:

Slightly different angle


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Hello.

Here are some ideas regarding steering wheel stitching. This technique was tested several times and seems to be relatively easy and quick.

There are different stitching patterns and this time I wanted to try a variation of ā€œBMW M styleā€ :slight_smile:

Hope you like the result)


Embedding process and resulted shape without threads (simulated leather distortion)



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When I started a work with the new interior design I didn’t expect that it’s so hard to choose from several possible variants of the same element.
For instance, there were 5-6 variants of interior door handle, audio system woofer covers, central console armrest area, etc. Each variant was interesting in its own way. Ergonomics and manufacturing simplicity questions were also considered.

A modeling phase is mostly passed, and I’m currently make experiments with materials and textures.


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Its looking pristine. But you should try the denoiser.

Yes, you are right, the render is very noisy.
But it’s not a final render and I don’t use denoising on this stage to see all possible details (and with fewer number of render passes as well).

Geez, this work is FLAWLESS!!
With the one single exception that, for the outside shots, the motion blur on the wheels looks strange. Hard to say what it is, exactly. I think real-life motion blur on car wheels actually looks surprisingly ā€œclean?ā€
But both the inside and the outside modeling and materials all look impeccable, Pilot. Inspiring work.

So, I’m still experimenting with materials. There are some results that I want to share.

There are several cases regarding buttons in interior:

  1. some may have a backlight
  2. some may have LED indicators (on/off states)

Previously, to solve the first case I used two separate textures: one for default buttons state and another for backlighted state.
To solve the second case I created indicators in mesh and assigned different materials to turn it on/off.

But these solutions was very inconvenient.

Now thanks to attribute node it is possible to use an information from vertex paint to turn on/off that indicators. So, both cases are covered with only one material and one texture.
Here is an example:



Of course, a polygon topology could be much better and material settings could use explicit RGB to BW conversion, but I hope you understand the main idea :slight_smile:

If you see that this workflow can be improved, please let me know.

And here is a current project state:


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An excellent model and rendering! I am just clueless how you are approaching these curved modeling! Just exceptional!

Thanks, usernew!

Just a quick preview of a current project state.


I was worried about a front panel corner that it may be too sharp and long. But an intersection with the original front panel shows that the ledge is not too big. An additional measurements suggest that it shouldn’t be an obstacle to knees :slight_smile:


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Designing a dashboard. A quick preview.


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Now thanks to attribute node it is possible to use an information from vertex paint to turn on/off that indicators. So, both cases are covered with only one material and one texture.

Got to watch out on that trick though. For whatever reason, it was decided that attribute color is affected by the scene’s color-space. Thus the color values it outputs are non-linear. In some cases that can bite you in the butt if you don’t catch the fact that it’s doing that. I haven’t messed with something that uses it in a while, so I’m not sure if there’s an new output socket yet that’s equivalent to the color data mode output of an image texture. (Something that’s really needed to make doing this easy without having to add a correction node group.)

Actually, I use that color value from the attribute node only as a stencil. An expected colors are simply black or white (to hide/show some parts of an image texture respectively). In this case both linear and nonlinear models are fine.
But, of course, the color model may be important enough when using that vertex colors in more specific cases.
In my case a vertex weight information may be used instead of vertex colors, but I didn’t see an appropriate node to retrieve that data.

Your modeling skills are very sharp and clean! I love how these cars look! You have a good eye for car designs!

Thank you, I’m glad you like these models!

And here is yet another preview.
I’m currently working on dashboard and central console screens. I think I should redesign a climate control part as it seems to be slightly overloaded.


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Recently I have tried Blender built-in denoiser. Actually, I’m pretty surprised with such good work of the denoiser!
Before that I usually scaled down a larger render in order to get rid of a noise.

So, here are the results:


FYI: in all previous interior previews I used 100 samples

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