I know, like I said, it needs some adjustment.
I’ll probably ditch it anyway, it’s too slow.
this looks really nice… its worth pursuing!
try roughly modeling the rest of the car so we can get more of a feel of it
the body is now pretty much done, and I am working on the trim pieces.
http://pasteall.org/pic/show.php?id=3136
the ridges are done with a wood texture on normal, because I couldn’t think of a way to work around the fact that the knife tools aren’t all there in 2.5.2…
oh, and I rendered out a sort of turntable this afternoon–
http://www.vimeo.com/11510527
nice, whats the light setup?
well done!
wait for updates
light rig.blend (144 KB)
that’s the light setup, it’s just an area lamp and AO.
if I do any serious animation, I will devise a faster setup. (probably with buffer spots, instead of AO)
Thats impressive, surprised to see that good of results on those ridges if they are only normal mapped, if I understand stand correctly. Definitely a poly saver Even though the body appears smooth, It appears as if the reflections cold have some issues. Keep up the good work.
As far as flecks go, unless I’m doing an up close shot I usually dont bother because of longer render times and as already stated by tyrant monkey most of time you wont need em.
Thats impressive, surprised to see that good of results on those ridges if they are only normal mapped,
yup, normal maps work well with raytracing.
It appears as if the reflections cold have some issues.
I know, that bummed me out.
dont get discouraged!
a tip (take it for what its worth):
When I was experimenting with reflections and smoothing everything out I found that alot of time, when you place polies by hand, things can look good, but reflect bad. One thing I tried is playing with the smooth button. I have even selected all verts in the body and press smooth. This is obviously mishape your car, but not by much, and if you can manage, try to edit it from that point. Either vert by vert, but I highly suggest using the O key (porportional editng, as I’m sure your aware), hiding areas that you do not wish to have porptionaly tool edit. I used this technique alot.
Another technique I used to smooth surfaces is the pick a section of an edge loop. Snap my cursor to a foundation point. scale some of those verts to zero so they are in line and then slowly edit from there. Sometimes I find it useful to look at one edle loop at a time, to better spot piticular verts out of place.
You clearly know how to model, so I hope you dont think this is condescending, just trying to help
thanks for the suggestions, that helped
modeled the windows, used the solidify modifier. was fun.
oh, and a start on an environment, in case you didn’t notice. no ground yet, though
great but my idea is model the road and make it smooth and then model the enviroment, beacuse I can see some strange deformation on the road
anyway good job!
…and at long last, I’ve gone back to this.
wheels are now in place, and some lousy tires.
I will definitely be thinking more about tires, but not right now.
at least the car can stop floating now
I got rid of all the environments, and now I just have a very simple studio setup. (screenshot)
the reflections seem to be doing better now.
(BTW, the hubs are the same material as the chrome trim; it’s just they don’t have as much to reflect.
nice work! love the “paint”
musta spent an hour tweaking the edge of the top part of that bumper…
moar progress. :no:
and a clay render, just to show how noisy and lousy the lighting really is.
But it looks like a car!!!11 Yay!!!11
(note the careful insertion of “11” at the end of each long sequence of !!'s)
I’m tired.
Hope you like.
Your light streaks are abit off? Is that on purpose or…?
Beautiful car btw!
you mean the glare is wider than it is tall?
that’s on purpose. it matches the aspect ratio of the full frame of the image. (more or less)
I haven’t really done much with the lighting, rendering, and compositing yet. (not till the modeling is done.)
Well no,i meant the glares are on the edges of their object lights. So like on the metal casing that holds the headlights rater than on the headlights themselves. Ahifted to the right.
oh. that’s because the lamp unit is all modeled, with a light bulb, reflector, and lens.
it looks off center because of the camera angle.
nice Camaro, BTW