View Full Version : Lamborghini Murcielago WIP
21-06-2005, 07:24 AM
I've been working on this one for a while, my biggest weakness is detailing. I use mostly spline modelling methods, I'm convinced things would be easier if I ever get around to learning how to poly model. The tail lights are supposed to have texture and depth to them, but it doesn't show on the renders and I would like some input on other peoples' methods of creating head and tail lights as well as turn blinkers and what not (looking for realism). Additionally, all the grille areas have a honeycomb pattern as specular materials; obviously they can't be seen in these renders, I'm not sure if that looks natural or if I should be looking for ways to light the rest of the car. I'm new to lighting and scenes as well but it was fun rendering the simple scene surrounding this car. It's a mentalRay GI setup with no additional lighting.
Thanks, renders follow:
21-06-2005, 07:57 AM
wow....thats enought for me i thought....great looking...i like the paint and the simple scene setup...but as u said before, u did use GI...and did u try final gather for the render...??
21-06-2005, 08:06 AM
and did u try final gather for the render...??
Thanks for the kind comments - I double checked my render settings, turns out I do have final gather on at 1000 samples(i think it's on default settings). When rendering I changed mostly things like # of photons and samples, I don't know what happens when the values are changed for final gather. :)
21-06-2005, 08:13 AM
Earlier test renders follow, since this is listed as a WIP, i jumped the gun and posted the pictures I was most excited about first ;)
Thanks again. Critique welcome though there are some bumps and ticks in these that are taken care of in the first pictures i put up.
To Do List: make Windshield Wipers, tweak tail/head lights materials, mess with lighting and environments
21-06-2005, 08:58 AM
Your paint looks freeekin sweeet. The only crit I can give is that your tires are a little off. If you go to the Pirelli site and dig up some reference pics you'll find that the tread carries over to the sidewall of the tire just slightly. As well, there needs to be a tiny bit of sidewall bulge, not much on such a low profile tire but just enough so that it's not perfectly flush with the wheel. You should see where the tire stops and the sidewall stops in the clay render. The body is killer, your materials are pretty much dead on... great job!
21-06-2005, 09:14 AM
i disagree with the mats. i would say that the material for the tail lights needs some work. try making a transparent material for the back, and modelling a non-smoothed plane with some sharp extrusions on it, then add a mirror map to it. i'll post an example later. also, the rim looks kinda wierd. the holes on the outside make the im look kinda 2d
21-06-2005, 09:49 AM
i usually set the final gather to 1500, one skylight 1-1.5 multiply, and GI about 500
21-06-2005, 10:11 AM
the modeling is good but the renders need much work.
your using Mental Ray correct? your materials need much work
light lens and glass can use (lume) glass, (lume) glow and (lume) glare if you want to light up the lights.
the materails are simple and kinda weird, i got some mats i could post up and the new pearlscent ones that i didnt. as for the inside of the headlights i use a standard mat with a (lume) metal in the diffuse with a dark surface a dark reflection and a blurred reflection. GI and how the photon mapping in Mental Ray is very difficult to great enough bounce to bounce a black surface. so you could fake the bounce with a blured reflection from metal.
as for GI, and FG you really need to play with it, run it at preview to see how your shadows come up and adjust the min/max in the FG
if you dont mind would you post your head light mesh? id like to try something with it material wise. i cant find any good headlight models that i could test on and cant seem to model them :smug:
anyways, the FG sample doesnt all ways have to be soo high, you can lower your sample and make your max and min higher and it will increase the render speed and the quality will only differ alittle if you set it correctly.
oh and the rims look low poly? the mats on the rim are bad.. id use a billet chrome or something with like a clear coated aluminum look, so a sharp glossy reflection which can be created with shellac with a metal base and a raytrace shellac.
as for the grill/mesh w/e you can use displacement which works pretty good.
and most important thing in rendering is scale of the scene. Good Luck!
21-06-2005, 11:00 AM
Ghost Town - Thanks, I like the paint too. Agreed about the sidewalls, I'll go into the mesh of the tire and see if I can flap the edges down more and bulge it out a little.
Rashika - I definitely agree about the tail lights. Don't really know where to start; an example would be awesome if you have the time. The hole cut-outs on the outside of the rim do look 2d, turns out they are, thanks for pointing it out, I'm going to have to complete the rim.
evil-98 - Thanks for the tips, I'd like to try chrome billet on the rims; I'll probably mess around with the GI and FG settings in the next round of renders. I'm not sure what you mean about posting the headlight mesh. Sorry, I'm a bit new still - be more specific and I'll be happy to do so.
Thanks again for your comments. Materials are definitely a weak point for me. I probably won't budge on the paint or glossy black parts, I like 'em, but the rest definitely needs work.
The skylight is on a 1.5 multiplier; 1000 FG; 500 photons; min samples 4 max samples 16.
21-06-2005, 11:05 AM
i ment if i could use your headlights for testing the acctuall model. :)
and no problem if you need any help with anything ill try my best to help
and i love doing materials so i could help you with that and renders as well.
21-06-2005, 12:55 PM
Evil, check here for your mesh: http://www.savefile.com/files/2810905
I tried to beef up the wheel & rim a little more in this render. Also tried to change the rim material but as you can see I was unsuccessful but it does look a little better to me. It's a shellac material but I can't get that chrome billet look (yet). I didn't mess with the render settings cuz it's late and I just wanted it to render ;)
21-06-2005, 01:04 PM
the render isnt bad but the rim mats are
just keep playing with it, thanks for the mesh
here some refs too for mats and everything
did a quick render to show you if you dont mind
had to add some stuff to create physical stuff. ya you can obtain this render in mental ray but much slower
i rendered this in 4 min in Vray it would take like 12+ in MR
21-06-2005, 09:22 PM
Hmm, yeah, thats exactly what I'm looking for especially with the turn signal material. I have plenty of reference but what you saw was the best I could manage, I'm afraid I'm not that familiar with the material editor. Are the vertical lines a bump or displacement map? That's the look I try to get but never can manage to do so, looks great. Messed around with it some more this morning with no noticable change. I also changed some othe rmaterials on the headlights.
Got the wheels:
22-06-2005, 02:38 AM
VERY VERY VERY NICE WORK!!! CAN I SEE A WIRE...? thanks.
22-06-2005, 03:43 AM
Sorry, though I've been modelling for a while this is the first time I've shared my work; so I'm a total newbie when it comes to wireframe renders and the like. Can someone suggest a method for taking clean wireframe shots? Thanks for the comments!
22-06-2005, 04:10 AM
the signal light is bumped with a checker map blurred alittle and only the vertical lines.
i cloned the signal light and moved it alittle back and gave it a chrome reflection so it would reflect some light or it would be to dark to see. the lens came out gay so ill render one with out it, the silver material is very weak since i didnt have much time but what you could do is use a blured chrome metal for that and would come out great with a high sample value
this is a little better.
better HDRI, it renders faster then the other with a more high rez HDRI and better mats.. huh :roll:
22-06-2005, 05:51 PM
man that paint of yours, friggin jealous of it,...
23-06-2005, 03:25 AM
Evil, I'm still having trouble with the turn signal light. Is it transparent, so that the cloned chrome part can reflect light?
Also, what do you mean by "blurring" materials?
Sabaman, thanks :)
23-06-2005, 04:42 AM
well do you know how the actually light is like? most of them have a reflector inside to reflect the light one way. so thats why you clone and chrome
the turning signal lens is a Glass material with a lower IOR
and when i meanby blurring is only in MR (lume) materials
when i get back from work ill show you what i mean
24-06-2005, 11:31 PM
Ok, I've wrangled up something similar and it looks okay, the only real issue is that when I put a skylight into the environment, any bump mapping that was apparent before disappears giving the turn signal a flat orange appearance.
25-06-2005, 12:11 AM
your using scanlight rendering? you need to just a higher sample to show more details in your renders. in MR there isnt a problem with that.
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