.

I am one of the children who played with cars the most: it started with Hot Wheels and went on to building with Lego bricks.

At some point I started drawing cars. At that time it was much more fun for me to use my pen to draw either existing vehicles or to bring my own interpretations of cars right out of my head, onto the paper. So, even as a child, I’d already discovered my first interests in design.

After I got my first PC at the age of 13, I scanned my drawings and drew the lines in Microsoft Paint and filled the faces with solid color.

When my older brother saw how ambitious I was, he borrowed Photoshop CS2 from a friend. So I came in touch with Photoshop at the age of 14. I started to modify existing photos and created renders on 2D basis.

During this time I noticed that I wanted more than just 2D. I wanted to see my own design ideas in 3D. That’s how I came into contact with 3ds Max at the age of 16. With this, I quickly learned how to model surfaces and how to model and render my own vehicles.

Together with the amazing Substance team, we joined forces for a very cool project. My task was to bring the car, which in the first place had completely different goal, to a level where it could later be used to create high-end visualizations. The project also had a special background: we wanted to show the use of Substance apps for automotive visualization, but also the value of the asset libraries already offer.

When I think back to my early days in 3D, it was an extreme challenge to become a generalist. To be precise, you had to rely much more on yourself and your skills. Today, the number of assets offered — and their quality — have increased dramatically. So an artist can focus more on the design instead of spreading their effort on so many different task, unlike when we had to generate almost everything from A-Z ourselves, such as materials, textures, 3D models and HDRI.

Onur Dursun

The Exterior: revealing the shape of the model

Detailing the interior

Setting the stage: storytelling via environments

Taking 3D photos of a car

Conclusion

I’m not that satisfied with the final images today, because getting all the details right in a full CGI environment is nearly impossible when I’m alone, and working with limited time. However, an artist is also going to progress with every project, so it’s normal to both love and hate your own work, because you always see what you could have done better. Still, you have to recognize which elements in it are good. This is fuel for improvement!

As a content creator, you should always look back at your previous work and take some notes about the difference with your more recent stuff. You will get better, and if you can see what was wrong with your previous work, your skill will improve! You will progress.

Onur Dursun

More about the X-TAON project with Onur Dursun

Watch Onur join Pierre Maheut to discuss automotive CGI with Substance on Car Design Dialogues.

https://youtu.be/EoimZc_oLgw