This is how I spent 3 straight weeks of my university’s semester break. Bring on the comments and crits, but first here are some of my own:
Inaccurate curvatures near the headlamps and rear lamps (those I attribute to low-res blueprints )
Portions severely lacking in detail: Brake calipers and the entire interior
No orange signal bulbs. Well I did try with the headlamps, but they’re not very convincing.
I wanted the finished product to be some action shots with motion blur and natural scenery, but it isn’t.
I’d love to fix all these flaws one by one, but the sad truth is I have run out of time. Uni restarts next Monday, and I won’t be having any more 3 week breaks in a long time.
Enough talk, on to the pictures!
A screenshot of my workspace
A quick ‘n’ dirty AO only render (complete with accidental Alpha channel artifacts)
And finally some (what I hope will pass as) studio shots
P.S. A hearty salute goes out to anyone who can instantly tell what the license plate refers to.
seanser - Still having any problems? ImageShack can be a little slow sometimes.
AD-Edge - Thanks! The material in the AO render vs studio shots are actually the same. Only the surroundings have changed.
Totally agreed! Although it shall remain the stuff of dreams for a long time to come…
carstendem1 - Of course.
Sky: Black horizon, grey zenith. Set to “Blend” and “Real”.
Ambient Occlusion: Add, Plain
Lights:
1 soft spotlight
2 hemi lamps with “Layer” turned on. Used to individually light the interior and inside of headlamps because the RayTransp glass makes them undetectable by AO.
The ground is a circle. I set a texture mapped to Alpha so that it fades out towards the edge.
Lastly, there is a huge, white, shadeless rectangle above the car to give it something to reflect. Other than that it serves no lighting purpose.