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Dodge Charger SRT10

I started with the Dodge Challenger SRT10 model by v_chernobay on Turbo Squid as it was great practice for material editing and a pretty solid model. A few faces had to be fixed and the UV mapping wasn't great but it's a free model so I can't complain. I started by working through the materials and cleaning up the model. Then I started adding dirt and grime. I created the environment which is quite simple and finished it off with some dust on the car to make it look like it fit in better. I used some experimental features in blender specifically the adaptive subdivision which just ate aware all my RAM. Sadly it meant no GPU rendering either so I didn't bother making any sort of animation. I used clouds from our new cloud pack (although subtle) which you can pick up here: https://gumroad.com/l/Vertice_clouds

Final Money shot, adjustments made in photoshop.

Final Money shot, adjustments made in photoshop.

ungraded version.

ungraded version.

Scene breakdown, quite simple and relying heavily on a HDRI for reflections.

Scene breakdown, quite simple and relying heavily on a HDRI for reflections.

My real world reference. Sadly i do not drive a Dodge.

My real world reference. Sadly i do not drive a Dodge.

The original materials that came packed into the FBX file.

The original materials that came packed into the FBX file.

Clean material without any dust/dirt.

Clean material without any dust/dirt.

Final material i used with grime/dirt.

Final material i used with grime/dirt.

One of the node setups for the dust/dirt. I tried avoiding the Ambient Occlusion node in blender as it is not supported by RTX at the moment. It was interesting to find work around using math and the gradient textures.

One of the node setups for the dust/dirt. I tried avoiding the Ambient Occlusion node in blender as it is not supported by RTX at the moment. It was interesting to find work around using math and the gradient textures.