Mahan Rasouli

Industrial Designer

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Mahan Rasouli

Industrial Designer

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NFS Shift – BMW M3 GT2: Motion-Crafted Thumbnail Render Project

  • Created By: Mahan Rasouli
  • Date: 23/11/2025
  • Client: oiiluke YouTube Channel
  • Categories: CGI

NFS Shift – BMW M3 GT2: Motion-Crafted Thumbnail Render Project

When I began working on this thumbnail render project for Luke — creator at OiiLuke — the goal was simple on the surface: recreate an iconic Need for Speed Shift atmosphere using a fully custom-built 3D scene, captured through a single camera angle that could instantly hook viewers on YouTube. But as always, the deeper you go into automotive CGI, the more you realize how much detail and precision sit behind what looks like “just a thumbnail.”

This project revolved around the legendary BMW M3 GT2, a car that already carries a massive visual identity of its own. My task was to extract that identity, exaggerate it, and present it in a way that feels both cinematic and game-authentic. Working on this model meant bringing together solid technical modeling workflows, compositional clarity, motion treatment, and final color science that respects the original NFS Shift aesthetic while pushing it further.

1. Solid View – Building the Foundation

I always start by structuring the scene as compact and clean as possible. In Solid View, the focus is entirely on functional geometry: suppressing distractions, optimizing shadows, fixing normals, and validating the base materials. For this project, the BMW M3 GT2 model required multiple cleanup passes due to mismatched mesh densities and shading artifacts inherited from the original raw asset.

The Solid View phase is also where I lock the camera. Luke wanted transparency in the process, so I shared the camera placement early—but I built the shot in a way that minimizes trial and error while maximizing dramatic tension: low-angle, slight forward bias, enough compression to emphasize speed, and a perspective that lets the car dominate the frame without overwhelming it.

Need for Speed Shift BMW M3 GT2 Realistic Render in a race track, designed by Mahan Rasouli.

2. Render (No Motion) – Capturing the Pure Frame

The first clean render always happens without motion, filters, noise, or direction. I treat it like capturing a raw plate on set. With the M3 GT2, this stage exposed a major challenge: shadow granularity under the car. Even with a solid lighting rig, cars with strong ground reflections often reveal pixelation and micro-noise where the materials meet the surface plane.

This is a technical limitation Blender can sometimes introduce when using dense paint layers, strong speculars, or lightly diffused HDRIs. But instead of brute-forcing higher sample counts—which is wasteful—I rebuilt the shadow catchers, refined bounce-light behavior, and introduced controlled roughness variation to stabilize the render.

The result became a clean baseline image with stable shadows and crisp panel reflections, ready for motion work.

Need for Speed Shift BMW M3 GT2 Realistic Render in a race track, designed by Mahan Rasouli.

3. Render (Motioned) – Injecting Controlled Energy

Motion blur in automotive CGI is an art form on its own. Too much, and it screams “fake.” Too little, and you lose the kinetic energy that defines racing visuals.

For NFS Shift, I pushed a very targeted form of motion:

  • Wheel spin blur calibrated to match real-world shutter equivalents
  • Environmental streaking isolated to lateral vectors
  • Zero distortion on the main body panels

This combination keeps the car readable even at a thumbnail scale, while giving the viewer an instant sense of speed. Motion blur also tends to amplify noise, especially in shadowed areas — which is exactly why the previous cleanup phase was important. With the rebuilt shadow and lighting system, the motioned render came out clean, sharp, and production-ready.

Need for Speed Shift BMW M3 GT2 Realistic Render in a race track, designed by Mahan Rasouli.

4. Final Edit – Color, Contrast & Identity

The final edit is where the piece transforms from “a render” into something that looks like an official promotional shot. NFS Shift carries a colder, more metallic visual identity compared to other NFS titles, so I built the color correction workflow around:

  • Deep blues and greys

  • Surgical highlight handling

  • Punchier shadow contrast

  • Zero artificial grain unless intentionally added

Luke prefers to handle Photoshop filters himself — totally understandable — so I delivered an unfiltered final pass, clean and adaptable, without procedural noise layers or surface grain. This makes the image trustworthy for cropping, scaling, or thumbnail typography.

And of course, the final BMW M3 GT2 shot is now part of my portfolio. Luke confirmed he was fine with it, and he’ll be sending a testimonial soon, which I’m genuinely looking forward to.

Need for Speed Shift BMW M3 GT2 Realistic Render in a race track, designed by Mahan Rasouli.
Need for Speed Shift BMW M3 GT2 Realistic Render in a race track, designed by Mahan Rasouli.Need for Speed Shift BMW M3 GT2 Realistic Render in a race track, designed by Mahan Rasouli.

Closing Thoughts

This BMW M3 GT2 project became one of those satisfying renders where technique meets nostalgia. Each phase forced its own set of challenges—mesh cleanup, shadow stability, motion tuning—but the end result hits exactly the vibe it needed: crisp enough for a high-resolution thumbnail, dynamic enough to feel fast, and clean enough that no part of it breaks under YouTube cropping.

Working with OiiLuke has been incredibly smooth, and I’m already looking forward to the next project in line.

Tags: Videogame
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