It’s about 30% of progress with car’s model - not a whole scene (for it i use Le’Mans ring’s pictures)
As you see you don’t need speciall photo sessions to get good 3D proportions of the one of most difficult sport cars (behind old good V\X/ Beetle/v III 1500 from 50’th or Carmann Ghia from 60’th;-)
Good tuning catalogue is enough to do it.
B.t.w.Look at polyphony’s GT 2 or 3 series for ps and you’ll understand what i’m talking about (especially in back view or behind view during replay . Is it 911- the best serial sports car or Indian’s canoe ???)
. If you mean that f.e. F 50 or L.Diablo is more difficult you are wrong - it’s a piece of cake …take a picture of left or right view, set it as background in 3D window and than for good modeling of those cars you need to draw at least one to three main curves /if you have front or back view pictures, resize it and hit in 3D option of your beizer curves.
And remember… i’m quite newbie in blender so txt it’s only for newbies
I imagine what are you talking about ;)… other way give me sugestion what about did you mean. I’ll try to do it.
But from my point of viev it’s most difficult for me form famous modern european sport cars i’m doing for my GT racing scene.
Fopa … Woow …impresive…excuse me hehe :o . I found your website … i didn’t know that lotus and other great yafray works are your. Respect man!!!
One thing. What light source did you use for lotus (sun? and glass without reflection) and what about filters and other settings of yable (x)??? As i see light depth is about 2 … i’m especially interesting in Raydepth setting, AA, and AN filters from main yafray’s window .
Your materials are very good. As you saw at my bike’s picture i don’t know why my glass (maybe it’s a matter of reflection) in shadow zone is black, not transparent in spite of that lamp interior was made of chrome.
…Last and most important question. Did you know if is it possible to get motion effect of scene objects with yafray or povray ???
Even more. I use all methods of mapping - depending on what element of car i want to do and what render i use finally - built in blender, yafray or povray. Some texures are based on [ctrl+F3] 3d window mesh screenshoots, and than i place texture made with The Gimp in image window with F mode [ and mesh selected in 3D window ] in and i work with selected faces together or i use single face - face by face mode (UV calculation ->U from 3d window with selected face(s) + F mode , In Paint butons window Colision is off and texture in, material window - F5 UV is than on, in texture window-F6 is image option selected and depend what type of surf i have extend or repeat option is selected, and after all in 3d window T mode on and scaling and placing ]- look for multiple materials for one object mode;)- for tyres fe (each one consists of 3 elements). Other way of texturing i use is simple procedutral texture or plugin mode … i told i use all methods.
Finally almost whole car will be textured with logos and emblems.
Yeah. I did it again after reading your opinion about basic modeling - mesh by mesh. I agree with it. It’s the best way to do perfect models from start to end without using too much “automatic functions” of blender - only handwork. It’s only one way to feel that model is 100% my work and this method gives more satisfaction from finall effect.
(My project of gui for MPlayer - “MPlayer RED” was made pixel by pixel method with The Gimp and it looks great - it takes very long time but also an effect)
For now it took me about 10~12 hours. I have been very busy and i haven’t enough time lately.
Even more. I use all methods of mapping - depending on what element of car i want to do and what render i use finally - built in blender, yafray or povray. Some texures are based on [ctrl+F3] 3d window mesh screenshoots, and than i place texture made with The Gimp in image window with F mode [ and mesh selected in 3D window ] in and i work with selected faces together or i use single face - face by face mode (UV calculation ->U from 3d window with selected face(s) + F mode , In Paint butons window Colision is off and texture in, material window - F5 UV is than on, in texture window-F6 is image option selected and depend what type of surf i have extend or repeat option is selected, and after all in 3d window T mode on and scaling and placing ]- look for multiple materials for one object mode;)- for tyres fe (each one consists of 3 elements). Other way of texturing i use is simple procedutral texture or plugin mode … i told i use all methods.
Finally almost whole car will be textured with logos and emblems.
I know. It’s haos :D.[/quote]
:o wow! you weren’t kidding! Do you have a tut or plan to do a tut? I’d like to learn more about uv tex/paint…I love your bike btw
( for anyone who is unfamiliar w texture paint, a note…) There is a tex paint button in the UV window that is way over on the right. I think it’s the button to use if you just want to freely draw/paint on the selected faces, from within the UV window. The thing is, if you are in split screen mode, you probably will not see it, so stretch your UV editor screen to get to it.
Look at [email protected]’s lotus. Is there any sense to do it with yafay untill is there new wersion?
Ok it’ll be with yafray . B.t.w. My 2.28a blender’s render behaves very strange after rendering scene modeled in 2.27. Window resolution behind setting it to full is always in 800x600 and tere’s no anty aliasing option, and at the console something about wrong loading of gfx module, in spite of good working with my Xfree86 and other GL based aps- /var/log/…log0 looks ok.