Alright, let’s talk about this ‘picture f1’ thing I worked on. It started pretty simply, really. I just had this idea, needed a specific kind of image, something really dynamic, capturing that sense of speed you see in Formula 1.

Getting Started
First thing, I didn’t actually have an F1 car just lying around, obviously. So, the goal wasn’t about snapping a photo at a race track. It was more about creating that feeling, you know? That sleek, fast look. I needed an image for a project, and nothing I found online quite hit the mark. So, I decided I’d try and make something myself.
I started by gathering inspiration. Looked at tons of actual F1 photos. Paid attention to the angles, the motion blur, the way the light hit the cars. Noticed how the best shots often had a sharp subject against a streaky background, really emphasizing the movement.
The Process – Trial and Error
My first attempts involved trying to manipulate some existing stock photos of cars. I grabbed a few pictures of sporty-looking vehicles. Took them into some editing software I use. Tried applying motion blurs, adjusting perspectives. It looked… okay, but mostly fake. You could tell it was just a filter slapped on. It didn’t have that authentic feel.
That wasn’t working. So, I changed tactics. I thought, maybe I need to build it up more? I started looking for 3D models. Found a decent, generic open-wheel racer model. Not a licensed F1 car, but close enough in shape and style for what I needed visually.
Getting the model was just step one. Then I had to set up a scene in some 3D software I’ve messed with before. Placed the car model. Started playing with virtual cameras. Trying different angles, focal lengths. Low angles seemed to give it more drama.

Next came the lighting. This was tricky. Real F1 shots often have harsh sunlight, strong reflections. I tried replicating that. Added a main light source, some fill lights to soften shadows, and importantly, environment lighting to get those reflections on the car body. Spent a lot of time tweaking intensities and colors.
Then, the motion blur part again. Doing it in 3D is different than just filtering a 2D image. I set up the car to actually move along a path in the software. Then, when rendering the image, I enabled motion blur. This way, the blur was calculated based on the object’s actual movement relative to the virtual camera. Much more realistic.
- Set up a simple track path.
- Animated the car model moving along it.
- Positioned the virtual camera to track the car, mimicking panning.
- Enabled motion blur in the render settings.
Rendering took a while. My computer isn’t exactly a beast. Did a few low-quality test renders first. Adjusted the speed of the car and the camera tracking until the blur looked right – focused car, streaked background.
Final Touches and Result
Once I got a high-quality render I was mostly happy with, I took that image into the editing software again. This time, it wasn’t about faking blur, but just enhancing it. Played with the contrast, sharpened the car body just a tiny bit to make it pop against the blur, adjusted the colors to give it a more vibrant, exciting feel. Added a subtle vignette effect to draw the eye to the center.
And that was pretty much it. After all that fiddling, rendering, and tweaking, I finally had my ‘picture f1’. It wasn’t a real photo, but it captured the essence I was after – that dynamic, high-speed feeling. It was a process, definitely more involved than I first thought, but I got there in the end. Learned quite a bit about faking motion convincingly too.
