How to Make a Train Head Model in KeyShot(1)

How to a Make Train Head Model in KeyShot

Fox Renderfarm, your TPN-Accredited cloud rendering service provider, will share with you this tutorial article about How to Make a Train Head Model in KeyShot. KeyShot will be used to make a 3D model of the train head, and the problems encountered in the production will be shared. Although this model looks very simple, there are still many details that need attention, such as the surface.

Modeling analysis

Observing the reference picture and analyzing the structure and shape, We can see the bends marked by the red and green lines. The structure can be decomposed to make a better model.

How to a Make Train Head Model in KeyShot How to a Make Train Head Model in KeyShot


Because the angle of the reference picture is fixed, we can directly use the reference picture to place the model in the software as a background. Firstly, we can determine an approximate angle and fix the angle of a camera. The model can be replaced by a BOX.

How to a Make Train Head Model in KeyShot

Draw a curve and create a finished face as the lower half of the train.

How to a Make Train Head Model in KeyShot

How to a Make Train Head Model in KeyShot

Copy the curve to adjust the control point to the position shown in the figure below.

How to a Make Train Head Model in KeyShot

The other side is also produced in the same way.

How to a Make Train Head Model in KeyShot

Create a face from the three lines, adjust the part where the face meets the body, and adjust the surface control points until the red intersection line reaches the edge position of the light in the perspective reference picture.

How to a Make Train Head Model in KeyShot

Adjust the position and cut off the surface of the other excess parts where the two parts meet.

How to a Make Train Head Model in KeyShot

Welcome to join us

render farm free trial

Recommended reading

How to render large scenes with Redshift in Cinema 4D


How to Render High-quality Images in Blender


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Renderer Is The Best?


How the Redshift Proxy Renders the Subdivision


China Film Administration Release New License Logo


Maya 2018 Arnold's Method of Making Motion Vector Blur in AOV Channel


Corona Renderer Learning - Denoising


Redshift for Cinema 4D Tutorial: Interior Design Rendering




How to Render Water Surface in KeyShot?
How to Render Water Surface in KeyShot?
Fox Renderfarm, as the best render farm in the CG industry, we will often share some production skills and some of the industry's latest and hottest information, hoping to be helpful to your 3D learning. This time we will share how to render the water surface in KeyShot. I hope you like it. Many people think that in the CG production steps, rendering water is a relatively big production challenge. In KeyShot, you can easily and quickly create a real and beautiful 3D rendered water surface. Especially the water texture of KeyShot can help us save a lot of working time, and its liquid map is also very simple. First, create a bump map of the water in After Effects. 1. Start After Effects, create a Composition with an aspect ratio of 2048 x 2048, and name it Noise. 2. Create a solid with the same aspect ratio. 3. Apply the layered noise from the Effect menu to the created solid. 4. Under the Effect Controls tab, change the layering type to ‘Dynamic Twist’, the Noise type to ‘Spline’, check ‘Invert’, adjust the contrast to 55, brightness to -7, and complexity to 12. 5. Click Composition> Save Frame As 6. Choose a location to save the file, and then click ‘Render’. Tile and blur the displacement maps in Photoshop. 1. Open the Noise file in Photoshop. 2. Under the Filter menu, apply the Offset effect. 3. Set the horizontal pixels to +973 and the vertical pixels to +690. 4. Use the clone tool to clone all the seams you see. 5. Select the layer, apply the Gaussian blur filter, and set the radius to 5. 6. Save the file as a jpeg image format. Create the scene in Maya. 1. Open Maya, create a plane, name it "water", and set the subdivision width and height to 20. 2. Duplicate the plane, rename it to reflection, and move it below the "horizontal" plane. 3. Create a camera>place the camera on the edge of the "water", facing the horizontal line. 4. Change the window from perspective to camera 1, select all geometric figures and zoom in to fill the gap between the two sides. 5. Create a poly sphere and place it on the water. 6. Select the camera, navigate to the attribute editor, and modify the film aspect ratio to 1.78. 7. Before exiting Maya, you need to make sure that every object in the scene has a different material. Create three different ‘lamberts’(luminance units) under the material editor, and assign one to each object. 8. Export the scene in FBX format. Render the model in KeyShot 1. Open KeyShot and import the FBX file. 2. Using the material editor, drag and drop the water material in the liquid group on the top of the plane. 3. Next, drag and drop the Brick material from the architecture group onto the bottom plane. 4. Click the right bottom plane to open the Brick material option and uncheck the ‘fresnel’ option. 5. Assign a chrome alloy material to the sphere to reduce the brightness of the diffuse color. 6. Under the Project> Camera tab, change the field of view to 1. 7. Use the Environment tab to load HDRI, you can use the "hdri-locations_iceland_4k_hdz" that comes with KeyShot. 8. Under the environment option, adjust the height to -0.400, the size to 8.5850, and the rotation to 21.180. 9. Load the bump map created before, and modify the Scale U and V to 0.180. 10. Under the camera options, turn on the depth of field and use the "select focus point" function to define the focal length of the sphere. Now, click ‘Render’ to see the final effect!
How to Make a Train Head Model in KeyShot(2)
How to Make a Train Head Model in KeyShot(2)
Add a line in the middle of the body, and adjust the part of the cockpit in the middle of the body. The cockpit part is not visible in the picture, we need to find other angle references. Then copy the other two lines and adjust to the part of the cockpit foreign aid. Create a surface from the three curves and adjust the size. Copy the middle curve of the double-track surface again; adjust the curve to the lower part as the bottom boundary of the car; use three lines to generate the lower half of the surface; and adjust the curve to make the shape better. Adjust the parts of the lights on both sides of the body; copy the edge line to create a round tube; adjust the intersection of the round tube and the body. Duplicate the curves from the connecting parts of the car body, make adjustments again, and cut out the model of the main body. At the position in front of the lamp, cut the curved surface position with structural lines, and move the curved surface to the corresponding position to link the curved surface. The same procedure is used for the upper part of the lamp. Now that a complete surface is out, we need to smooth the two parts together. The Y-shaped corner surface is divided along the structure line, and the two surfaces match the corresponding edges respectively to complete effect processing of the original side painting. Replicate the other side of the copy, and check whether there is any problem with the continuity of the middle indirect seam position, and then cut the middle surface and the main body with each other. Copy the seam curve and generate a round tube, use the round tube to cut the chamfer shape. To connect the position of the curved surface, it should be noted that the distortion of the curved surface structure will not deform. The overall structure of the trained model has been completed.
KeyShot 9 Tutorial:  Leather Chair Rendering Guide
KeyShot 9 Tutorial: Leather Chair Rendering Guide
Fox Renderfarm, a powerful and affordable cloud render farm, organizes the leather chair rendering guide from artist Zolmo's tutorial on KeyShot 9. This is the process of using KeyShot 9 to make the final rendering of a leather chair. The chair is made of slightly worn-out leather material, with cloth weaving hem material and wooden chair frame, especially using the hair function to add realism to the fabric sense. Use KeyShot 9 to open the chair file, add a camera, and adjust the composition. And add a yellowish plastic material to all models of the chair to observe the lights. After adjusting the lights, all the preparations are done. In the HDRI editor, change the background from image to color and set it to black, and start to adjust the light. First, use the circular light as the top light, adjust the size, angle, and brightness. When adjusting, pay attention to the transition effect of the light at each turn. Finally, add a little attenuation to the light source to make the light look soft. Next, hide the top light to avoid light interference, and then add the left and right lights separately. Pay attention to the contrast between the light sources to distinguish the primary and secondary light sources. The ground projection is relatively scattered. You can manually add a very small but extremely bright light source to simulate sunlight, creating an obvious projection effect. After that, all the lights are displayed and further adjusted. If the scene is overexposed, you can make overall color adjustments to make the color tone of the scene as uniform as possible. The adjustment of the wood grain material uses a whole set of wooden textures, and then the metal paint material is used to simulate the smooth effect of surface waxing, and then adjust the color. In order to simulate the effect of Fresnel, add a color gradient node, and then connect it with the wood grain node through color composition. Before the wood grain nodes are connected, the color saturation can be removed, and the gray image is used as the gloss of the transparent layer to obtain a detailed highlight effect. Then use the color gradient node again as the bump height of the material: the bump can reach the peak at white, and there is no bump effect at black. Connect the wood grain texture to the bump, and the realistic woodgrain effect is created. The slightly worn-out leather material is simulated with plastic texture to adjust the effect of uneven leather surface. You can add color adjustment nodes for color adjustment. Then use the matching normal bump map to connect to the bump of the material. Then use color adjustment and color inversion to convert the camouflage node into a contrasty grayscale image as the bump height of the skin texture. The uneven height further enhances the realism of the leather. Noise nodes are used to simulate the unique embossed bump effect on leather, and bumps are added to the node to generate bumps on the leather at the same time. The grayscale image above is used as the weight of the normal unevenness, that is, the weight 1 in the figure. The effect after adjustment is shown in the figure. Next, use the stain node to adjust the size and color as the source Alpha in the color composite. Combine the camouflage and the matching skin texture to the color adjustment section to further enhance the details of the skin texture surface. Desaturate the matching texture map, adjust the contrast and connect to the roughness of the leather to make an uneven roughness effect. After the effect is completed, the surface details are rich. Next, use the matching map to connect the diffuse reflection and the bump, and make a leather cloth weaving hem material for the leather. After adding fuzzy nodes in the geometry, the adjusted cloth has a furry feel. The final step is to add stitching to the leather,
Fackbook Customer ReviewsFoxrenderfarm

Powerful Render Farm Service

    Business Consulting

    Global Agent Contact:Gordon Shaw


    Marketing Contact: Rachel Chen