View Full Version : WIP - Porsche 911 Carrera 4S
Dire Wolf
22-07-2003, 06:17 PM
Hi there. This is my first post in this forum. I have been using max for about 6 month, learning everything from 3D Buzz’s VTMs and some tutorials. I thought I would introduce myself with my first car model, a Porsche 911 Carrera 4S.
The textures are only rough for now to give it some color and I haven’t welded the seam down the middle yet.. I am going to be moving onto the interior now.
Polymodeled in Max 4.25 and rendered using Brazil.
Please let me know what you think.
Dire Wolf
22-07-2003, 06:22 PM
Another image. BTW how do I post mutiple images in the same post?
I have some other images I will post when I get home, the files I have here at work are to large.
Dire Wolf
22-07-2003, 06:28 PM
Was able to make the files size smaller her at work.
Dire Wolf
22-07-2003, 06:29 PM
Last image. Check out the indicator, I am really happy how it looks:D
Dire Wolf
23-07-2003, 09:21 PM
Does anyone have any tips on doing the interior? I am having alot of difficulty due to the lack of detail on my blueprints.
Thanks
Aurorae
24-07-2003, 10:48 AM
Its very good!
Thanks for the image of the headlight, its very useful!
The light could do with a bit more work, it looks too smooth. Try applying a HDRI map, it would really add to the image.
Eric_Cartman
24-07-2003, 11:01 AM
Shouldn't the tail lights be semi transparent?
3dfroggy
24-07-2003, 11:41 AM
This message is for Aurorae or anybody else who knows ,
Could you please explain how to put a HRDI map as I can not find any tutorial about it .... Thanks
3dfroggy
Aurorae
24-07-2003, 12:59 PM
You need brazil to do it, but here is the tutorial
http://www.splutterfish.com/gabry_hdri_tut_tmp/
3dfroggy
24-07-2003, 01:16 PM
Can't we do it on 3Ds Max 5 , or do I really need to get Brazil ?
Aurorae
24-07-2003, 01:41 PM
Brazil is a plug-in for Max 5, you can find most of this out by doig a simple search on www.google.com, it doesnt hurt to try and find these things out for yourself.
Dire Wolf
24-07-2003, 06:36 PM
Here is a update on the tail lights. I didnt texture the scatter right so they look funny.
Aurorae - Does the headlight look too smooth because I havent add the scatter details to the outer glass or is the model too smooth?
Emperor
24-07-2003, 08:46 PM
You could get the HDRI reading pulgin from www.splutterfish.com under free plugins. The thig is tho that you can use this for enviroment but not as a lightning source as you could do with brazil. But they are great for enviroments too so get the plugin.
Dire Wolf
26-07-2003, 08:38 AM
Here is the seat. Please let me know what you think.
Dire Wolf
27-07-2003, 04:17 AM
The steering wheel. I am not sure if I need to add the seems where the center of the steering wheel meets the wheel part. Any comments on this?
C&C as always, please
Dire Wolf
27-07-2003, 08:03 AM
Here is where I am at on the interior. C&C as usual.
Dire Wolf
28-07-2003, 02:16 AM
Another update on the interior. Added the center console and shifter.
C&C as always, please
TigerDog
28-07-2003, 03:25 AM
Hi
Your car is looking great. Itll be good to see it finished.
I noticed one thing though and i had the same problem with my car. heres the pic.
Dire Wolf
28-07-2003, 05:11 AM
Thanks TigerDog. I had noticed that before but had never got around to fixing it. You are the first person to ever point that out.
Here is the fixed image (only the barebones geometery)
Daniel
28-07-2003, 05:13 AM
wow I'm impressed, good model. 6 months?? damn
Dire Wolf
29-07-2003, 06:06 AM
Anther update on the interior.
Dire Wolf
29-07-2003, 06:07 AM
Here is a close up of the handbrake.
Dire Wolf
29-07-2003, 06:09 AM
Did some paint tests.
If anyone knows a tutorial, or has tips/suggests on the brazil paint shader please let me know.
Thanks.
Dire Wolf
29-07-2003, 06:09 AM
Same images as above but HDRI map and different color (artic silver according to the Porsche site).
Also please let me know what you think of the image size. Too large?
Dire Wolf
31-07-2003, 03:09 AM
Update on the paint material.
I think I figured out the HDRI rendering. I didnt place it in my skylight slot. Teach me for reading only part of a tutorial.
I would like to do a racing version of the car after this. If anyone knows of a good tutorial that details how to apply decals to a car (or anyother object) could you please let me know. I am not sure how I go about leaving the original paint on the car and having the decals above the paint.
Please let me know what you think.
rubberduck
31-07-2003, 03:19 AM
Very nice for a first car
Did you use any other 3d programs before Max?
Dire Wolf
31-07-2003, 04:17 AM
3ds Max is the first 3d program I have used. I have used AutoCAD in high school doing some 3d stuff, mostly nice square buildings:) . I dont know if you could really count AutoCAD as a 3d program thou.
Thanks for your comment.
Dire Wolf
31-07-2003, 04:37 AM
Here is the same image as above but with that showroom shine (thanks to radarheads light map:D )
Dire Wolf
02-08-2003, 07:25 AM
Hi there.
I am having alot of problem getting the material for the rim/mag right. I am going for the grey/silver mag not chrome.
Could you please let me know what you think of these materials.
Thanks
Dire Wolf
02-08-2003, 07:26 AM
Another image. The rear mags are the same as the above image.
I know the mags look very similiar, but there is more reflection in the top one.:D
alexis
02-08-2003, 07:40 AM
i like the 1nce with chrome if u wanna join a highly skilled modeling team contact me threw aim msn icq or pm thanks
Aurorae
03-08-2003, 06:36 PM
Bump!
How is it going?
Dire Wolf
03-08-2003, 09:05 PM
It is going fairly slowly. I am having alot of trouble getting the right texture for the rims. ALOT of trouble. I have spent the last 3 days trying to get it right.
I dont want to go for the chrome look, more the grey/silver look. See the attached image.
IF ANYONE has any suggestions, please let me know. All my attemps are to shine, not shiny enough, look wrong, look like they are wet, refect too much. I am going nuts.
Also I havent even got to the rotors yet, if anyone could help me get the grove in the material, I would be a very happy man:D
I wish my texturing skills where even close to my modelling. I think I need to find a book.
Dire Wolf
05-08-2003, 04:12 AM
Here is where I am at now.
C&C and tips are welcome, as always.
B.Sim
05-08-2003, 05:40 PM
Hi, i saw ur fantastic car.........wow
im wondering how to start to model a car.
still very new in max.........
Dire Wolf
05-08-2003, 07:24 PM
Thanks B. Sim
Check out the Fiat 500 (http://www.3dtotal.com/team/Tutorials/fiat500/fiat500.asp) writen by Karabo. It is the best tutorial I have found on modelling cars.
Splurgus
05-08-2003, 07:43 PM
Hi, Just came across this post now for the first time. Love the model.
For alloy wheels, try the car-paint in grey. The gear lever looks a bit small, or is it just the cam angle?
:)
Dire Wolf
06-08-2003, 06:24 AM
Yeppie...I think I finally got the rim texture.
Torlok2002
06-08-2003, 06:38 AM
looks nice!
RickStefani
06-08-2003, 06:50 AM
Very close. Nice model. Spread the gloss a bit more and I think you have it. Color is a bit off though. You render in Brazil don;t you? Not say you did not do a good job. It is all a tool. It is up to the artist to use it right.
Dire Wolf
06-08-2003, 03:22 PM
Yep I use Brazil. Is there a problem with the renders?
alivegy
06-08-2003, 04:36 PM
the renders look fine for tests, I think the rim could stand to be a touch more glossy, but not much at all, it looks great. I think he was thorwn off because your not going to get much shine when it's reflecting a solid color.
Ryan
Radarhead
06-08-2003, 05:38 PM
I would suggest losing the glossy chrome mat for the rims and going with a metallic paint mat since that's what's on the real wheel.
RickStefani
06-08-2003, 05:42 PM
Nothing wrong with Brazil at all. I am just being jeolous because I cannot use it with Maya.:cry:
Dire Wolf
06-08-2003, 06:12 PM
What is a good way to control the reflection of the Brazil paint? Adjusting the refection color only seems to darken the reflection and make it look fake.
The rims on a few posts back were done with the Brazil paint and I don’t think the reflection looks right. (Also noticed that image is very dark on my work monitor but looks ok on my home monitor. I must have a bright monitor at home, sorry about that.)
I think the paint on the wheels should not reflect as much as the car bodies paint. Maybe I am wrong, what do you guys/gals think?
Splurgus - The shifter may be too small, I didnt have a good reference for it. I will post a different angle when I get home.
Radarhead
06-08-2003, 06:18 PM
Car paint in any program: Fresnel falloff. It mimics the natural reflective qualities of most materials in the real world. I give all my paint settings in my Lotus Elise thread.
RickStefani
06-08-2003, 06:21 PM
Read RADARHEADS thread on his Lotus. He goes into how he set the relection on the rims and the texture he used. I think it is on some of the last few pages so you are going to have to skin through it. He did a awsome job on the rims with the same type of reflection and look you are going for.
RickStefani
06-08-2003, 06:23 PM
Damb it RADARHEAD, you beat me.
Eric_Cartman
06-08-2003, 06:23 PM
Radarhead,
Can u give us a link to that thread?
Thanks.
Radarhead
06-08-2003, 06:27 PM
http://forums.3dtotal.com/showthread.php?s=&threadid=5640
Paint settings are on page 4.
Radarhead
06-08-2003, 06:49 PM
I think this is the kind of material you are looking for for the wheel.
It's Brazil Advanced Default (not car paint.) I use a Perpendicular/Parallel Fallof for the color and a broad specular (Level 80/Glossiness 18.)
Reflection is Falloff/Fresnel with an IOR of 2.5.
Dire Wolf
06-08-2003, 07:01 PM
Damn you Radarhead :)
I have been trying to get the rims right for 4 days now and it takes you like 3 minutes. Thank you very much for the settings, when I get home I render up my rim and post it.
I like the rotor also, did you use a circular bitmap map (in the bump slot) for the groves or is it procedural?
Did you learn from any books or just trail and error? If you learnt from a book, which one? I want to try my hand at being a texturing god like yourself.
Radarhead
06-08-2003, 07:09 PM
I'm self taught through trial and error. Don't forget that you will need a specular light in the scene to get that nice broad specular on the paint. If you don't want the light to illuminate the scene, just turn off Diffuse in the Affect Surfaces rollout if you're using a Brazil Light.
The brake disk is a secret. :) Just let me say that is is more than just a bump map. (I knew I'd get a question about that.) LOL!
Dire Wolf
06-08-2003, 07:22 PM
Did you leave that rotor in the render to taunt me or was it a mistake?:)
Radarhead
06-08-2003, 07:38 PM
LOL! You know that I have to keep some tricks up my sleave. :)
Here's how the disk looks completed. It took me a long time to learn how to get that look since Brazil doesn't support anisotropic reflections yet.
Dire Wolf
06-08-2003, 07:42 PM
I noticed the Brazil material wont change to anisotropic, even though it is a option:???:
Do you know if Brazil supports anisotropic if it is used on a standard max material? Or does it just not work at all?
Really nice looking rotor.
Radarhead
06-08-2003, 07:52 PM
I think you're refering to Brazil Basic Mtl. I never use that since it was merely a modified Max Standard for the public test release. That's why you see things like Wire which Brazil doesn't support. Brazil's renderer supports Max Standard Anisotropic shader.
I'm refering to anisotropic reflections, not the highlight shader. Brushed metal is an example of anisotropic reflections. Final Render does them but there were too many things I hated about Final Render that I switched to Brazil. Each one has it's pros and cons.
alexis
06-08-2003, 07:54 PM
wow radarhead we live close lol just noticed
Dire Wolf
07-08-2003, 04:57 AM
Yeppie...I think I finished my rim material again.:)
I have two version, this one I did using Radarheads advice. I adjusted the colors in both the falloff maps (hope I should of) but everything else is the same.
Dire Wolf
07-08-2003, 04:58 AM
This version is using Brazil Paint Shader.
Please let me know what you think, and if you like either better.
Dire Wolf
07-08-2003, 05:47 AM
Here is the rim with the tire. I used the Brazil Paint Shader on this rim.
RickStefani-I have been looking at the Lotus thread. What a great source of info.
Radarhead
07-08-2003, 05:02 PM
Neither one looks like metalic paint. For the diffuse falloff, maybe white in the facing slot and dark grey or black in the other slot. And a broad white specular.
psybah
07-08-2003, 07:59 PM
Awesome work. Looks like we have a litle friendly competition going here : ) Check out my Porsche 911 Turbo thread, and let me know what you think. Nice work on the tires and rims, btw.
Dire Wolf
08-08-2003, 03:57 AM
I think I heard angles singing when I rendered out this rim.
:halo: :halo: :halo: :halo: :halo:
I think this is about as close as I can get. I really learnt alot from texturing, thanks Radarhead for the pushes in the right direction.
I think I will move on to the rotors now, and try to get something like yours radarhead. After that I will start painting the lights.
Radarhead
08-08-2003, 04:15 AM
Sweeeeet! That's the wheel texture!
Dire Wolf
08-08-2003, 05:03 PM
What do you guys think of the Tire texture? Needs work or is it good?
I plan on making a bitmap with the lettering and placing it in the bump slot, good idea?
Splurgus
08-08-2003, 05:57 PM
I likes the rim texture too. Looking good.
Lettering bump is good, but please put in the other details too, like the moulding marks etc.
Jazzy
08-08-2003, 10:21 PM
Well done with the rim texture, it looks really good.
I'm pretty sure i will have to make the same texture for a car project i'm doing, but i'm not looking forward to it. I've tried a few times but i don't seem to get it right :(
Anyway, with the tire did you model it or use bump maps ? I guess it all depends on how new you want the tires to be ... some dirt on them might be good, but not if you're going for a showroom car kind of look.
Good luck with it all anyway and i'll be looking forward to seeing how you get on :)
Dire Wolf
08-08-2003, 10:31 PM
Jazzy - I am going for that show room look. The tires were modelled similiar to the Fiat 500 tutorial but instead of using the bend modifier I did an array and joined up the polys.
RickStefani
08-08-2003, 10:34 PM
Very nice. Looks perfect. How do you fill the tire though?
RickStefani
08-08-2003, 10:34 PM
dogh. I see it now.
Jazzy
09-08-2003, 04:39 PM
I was going to say "don't forget to add a tyre valve", but it looks like you have one anyway :D
How is the brake pad coming along ?
Dire Wolf
09-08-2003, 07:25 PM
The rotor is coming along slowly. I firgure since it took 5 days to do the rim, it should take 5 days to do the rotor.:)
I think I should be finished textureing by next year.:D
Dire Wolf
10-08-2003, 03:06 AM
Here is the rotor. I have tried to give it a little rust, since I have noticed the rotor rusts very easily.
Please let me know what you think.
how do you get the shininess on the rims? i read before that you have to add a specular light or something, but where is this in max?
the only thing i can do is put in a skylight =/
then if i try to put in another light source (such as a target light) then i lose the ambience or the all aroundness whatever its called lol
very nice model :D
Aurorae
10-08-2003, 09:36 AM
Good Model Dire Wolf!
One thing, one of the screws is round instead of pentagonal :p
I have to say its looking really awesome, Im gonna have a tough time competing with this :D
Dire Wolf
10-08-2003, 09:52 AM
Thanks for the comments guys, but you didnt tell me what you thought about the rotor material.:)
sarN - The Specular light is a regular light with the diffuse turned off. Not sure what you mean by the all aroundness, but I think you mean how the viewport goes dark. The GI should proved your lighting, while the specular light highlights the specular (I also noticed it blurred the reflection, which was a good thing). The max viewport will be dark when you are using the specular light because it thinks that is the sences only light source and does not see the GI (at least for brazil, not sure when you use the max GI). Hope that makes sense.
Aurorae - The round bolt is the locking bolt. I dont want anyone stealing my brand new rims. :D
Dire Wolf
11-08-2003, 04:58 AM
Let me know what you think of the caliper texture, please.
Dire Wolf
11-08-2003, 05:03 AM
I am not sure if I applied the PORSCHE decal right, could someone please take a look at the attached material tree and tell me if there is a easier way.
On the model the polys that make up the raised section where set to material ID 2 while the rest of it is ID1. I also place a UVW map modifier set to material ID 2 for the Porsche Decal.
The Porsche decal is white text on a black background, the mask is inverted (black text, white background)
Thanks.
Radarhead
11-08-2003, 05:08 AM
If it looks right then it IS right. LOL!
psybah
12-08-2003, 12:03 AM
Dire:
awesome work! I am following this project, since you and I are working on similar machines. Great rims....
ps.thank you for your comments on my project : )
Dire Wolf
13-08-2003, 03:22 PM
Here is another update. Only thing left is to paint the headlights and taillights bump maps.
The image is 1600x 1200 so I zipped for all the 56K’ers out there.
Please let me know what you think.
Dire Wolf
14-08-2003, 01:01 AM
Ahhh...Come on, just one comment would be good, please.
brettm133
14-08-2003, 02:16 AM
Looks sweet! :D
I don't have any comments except it's awesome.. :)
Splurgus
14-08-2003, 05:39 AM
Its quite dark. {I know my monitor is allright.) The wheels look perfect but you can't really see much more, like the interior details.
Dire Wolf
14-08-2003, 06:07 AM
Yah, I have noticed the image is really dark too. I think I should working on the lighting a little before I start working on the headlights/taillights painting.
Dire Wolf
14-08-2003, 10:49 PM
I am just wondering if anyone has some tips on lighting a car they would like to share.
Dire Wolf
15-08-2003, 10:41 PM
Update on the headlights.
Is there a setting I am missing to get the light to shine into my windshield? I have 3 lights and GI but the interior is still black?
Dire Wolf
15-08-2003, 11:52 PM
Here is a close-up
Dire Wolf
16-08-2003, 04:39 AM
Still no comment on the headlights? :(
Here is a update of the rear tail lights, I am rendering out a close-up right now and will post it when finished.
psybah
16-08-2003, 04:46 AM
very nice close up of the headlights... I am wondering, are those bitmaps? how did you get that chrome texture?
sir we are going to have to um.... kill you
your first offense is having such a nice model
your second offense is that your windows are tinted past the legal limit, so if you would just put your hands against the wall and let us shoot you, you can go back to um...
i dono, finishing this awesome model?
great job :D
Dire Wolf
16-08-2003, 05:41 AM
psybah - Thanks for the comment. I painted bump maps for the headlights. you can check out this (http://www.3dcar-gallery.com/tutorial/less02.htm) tutorial or radarheads lotus thread (on this forum) for some more info. The chrome is a Brazil Chrome, but if you dont have brazil, radarhead shared his settings for a max chrome in his lotus (http://forums.3dtotal.com/showthread.php?s=&threadid=5640&perpage=15&highlight=lotus&pagenumber=1) thread.
sarN - Thanks, but I swear the windows aren't tinted. I think there is something I am missing, a setting or something that is not allowing my lights into the interior. I am looking into it. But if anyone could give me a hint I would be a happy camper:)
Here is the close up of the taillight. I still have to paint the bump map for the center reflector.
Dire Wolf
17-08-2003, 06:27 PM
An update, think I fixed the glass, I had to turn caustics on. But now I am getting funny pink areas, does anyone know what is causing this?
Jazzy
17-08-2003, 07:24 PM
Wow, that's an incredible model ... really great work :D
I'm kind of new to car modelling, so at first i thought the pink bits might have been something to do with the HDRI settings .... but i'm not sure that is the case. Maybe it's something in the Luma settings rollout ???
I'm sure with a bit of time you'll get it fixed, good luck :)
Dire Wolf
18-08-2003, 11:31 PM
Bump...
Any more comments? or help with the pink stuff?
psybah
19-08-2003, 09:46 AM
dire: the links to the lotus did not work.. mind checking the link you posted? I did check out the other tutorial, though, great help. thanx. Wish I could help you with the pink stuff you are talking about. g'luck.
Aurorae
19-08-2003, 11:54 AM
Are you using brazil car paint?
Because if you are, then it might be the candy setting, cause that looks the default colour of it.
Dire Wolf
19-08-2003, 08:12 PM
Psybah - I dont know why the link doesn't work for u, it does for me. Search this forum for "lotus" and you will find it.
Aurorae - I dont think it is the candy on the brazil paint, I have it set to a slightly lighter blue then the diffuse color. I think it is one of 2 thinks, turning on Caustics or the HDRI map.
I clipped the HDRI map, so there is some little magenta on the map, but it is my understanding that those sections would just be white. (I did this to try and tone down the HDRI brightness). Now I am wondering if the magenta parts are not being white on the HDRI map.
But saying that I think the real cause was the caustics. I also stated that turning on the caustics made to glass see-through, but I think the problem was I had the glass material set to 2 sided. Because it now renders the glass see-though with caustics off.
I have noticed some really funny stuff when I turn on caustics!!
Radarhead
19-08-2003, 08:26 PM
Is the glass modeled with thickness or just a plane? You shouldn't need caustics to get the glass to look real.
Eric_Cartman
19-08-2003, 08:30 PM
Just use solidify modifier on the glass.
Dire Wolf
19-08-2003, 08:50 PM
Yep my glass has thinkness. I think it was the glass was 2-sided, I turned it off and now the glass works fine.
hmmm...never heard of the solidify modifier, will have to look that up when I get home.
Or it could have been another button.:)
Radarhead
19-08-2003, 08:52 PM
That's strange. I always use 2-sided glass and it looks fine.
Dire Wolf
19-08-2003, 08:53 PM
Maybe it was the lighting? I will do some experiments when I get home.
Splurgus
19-08-2003, 10:05 PM
Just guessing, but do you have the glass set to cast shadows? Might be a problem there.
Dire Wolf
20-08-2003, 07:08 PM
Nope wasnt the glass casting shadows. I dont know what the problem was, I couldn't reproduce the glass not working last night. Ohh well dont think I will try much harder, in cause I get the glass not working again.:)
Dire Wolf
22-08-2003, 06:14 AM
Another Update.
I think the specular on the number plate needs to be toned down, what does anyone else think?
Another issue is the chrome on the headlights, since I rendered this with a black background, there is nothing for the chrome to reflect (or at least it is reflecting black). Does anyone have any suggestions on fixing this?
This is also the proposed first image for my calendar.
alexis
22-08-2003, 06:30 AM
there is an option in brazil were u can keep ur hdri and have a blakc backgroud go to brazil render pass control go to the bottom
go to background override and put black same time keep ur hdri :)
TigerDog
22-08-2003, 08:55 AM
Alexis- Iv been looking for an option like that, but i still cant find it? Im using the public test version 0.4.53, is it on this version?
Dire Wolf
22-08-2003, 04:36 PM
TigerDog - I am not sure if the render pass controls are part of the public release.
If it is, looks for a "Brzil: Render Pass Control" rollout in your rendering box. Go to background override and select "Black" from the drop-down menu.
alexis - I am not sure I want to use a hdri map for this image. I want to give it a studio feel and I think using an hdri map may take away from that. What do you think?
I have also noticed when using the render pass control (set to a black blackground)the enviroment background behind the glass still shows up. Anyone know how to fix this, I was thinking edit it out in photoshop, but I am not very good with photoshop.
What does anyone think of the model/image? Good, bad, ugly, the most wonderful piece of 3d art ever ?:roll:
Radarhead
22-08-2003, 08:14 PM
The model looks good but the image seems kinda lifeless. Maybe it''s the lack of color or nice reflections. Place some fake lights (planes, or something) in the scene and apply a high ouput, self illuminated map to them so that the car has something to reflect.
Dire Wolf
23-08-2003, 04:48 AM
Radarhead - I went with a light grey color to make the car stand out better on the background, maybe I should try another light color.
Here is my idea for scene 2. Still needs materials. Took about 4 hours to model. The car is only barebone to help speed up the rendering, this image took 13 min.
Now I can go back and work on scene 1.
Don't know if I mentioned it here, but I am doing twelve different scenes of this car for a calendar I give out as a X-mas present. The other calendars have all be boring family pictures, so this should spice it up a tad. If anyone has any suggestion for scenes, please let me know.
Are the building corners too sharp?
droopdog
23-08-2003, 09:44 AM
cool, scene 2 looks really nice, i like th porche in the wall
maybe a bit more detail!
Dire Wolf
23-08-2003, 06:24 PM
Droopdog - Thanks, what other details should I add?
Here is an update on scene 1. I placed a lighting plane above the car as per your suggestion radarhead, and it has come out better. I also made the floor reflective.
I am going to try a red and yellow version before I decide on the color.
droopdog
23-08-2003, 11:13 PM
eum, maybe a gallery behind the windows with some porches in diffrent colours, and maybe a sort of garage next to it, or some spots on the text on the wall
and some rims and tires in the garage, i can keep talking here =)
i hope this gives you some ideas!
Dire Wolf
24-08-2003, 04:00 AM
Here is scene 1 in red.
TigerDog
24-08-2003, 05:06 AM
I think the pic with the porsche out the front of the shop has some real potential. Droopdog has some good suggestions there.
Dire Wolf
25-08-2003, 05:19 PM
Here is a textured version on scene 2, going to start adding in some details now.
droopdog
25-08-2003, 05:43 PM
thats much better, but i dont really understand what those lines in the middle of the window do
i like how you did the text (porche)
Dire Wolf
25-08-2003, 06:11 PM
The lines in the middle of the window are supports for the windows.
Dire Wolf
26-08-2003, 03:34 AM
Here is my concept for scene 3. I thought of it on my way to work today.
Some of you vancouver-ites may recognize it.
droopdog
26-08-2003, 07:23 AM
hehe, the only thing i can see is a bridge with a small thing on, i guess its the porsche =)
it would be a nice scene when its finished, keep posting
[nEo]
26-08-2003, 09:56 AM
could some1 tell me how to texture realistic brakelights and front lights i use maya n as of now tryin stuff on hdri plz HElp me oUt
http://forums.3dtotal.com/showthread.php?s=&threadid=9631
Dire Wolf
28-08-2003, 05:04 AM
Here is scene 03, without texture and the car.
C&C as always
nEo - I followed this tutorial (http://www.3dcar-gallery.com/tutorial/less02.htm) for modeling the tailights, headlights and indicators. I know it is for max, but I would think the concept would be the same in maya.
Dire Wolf
28-08-2003, 05:06 AM
Here is an update on scene 2, added some motion blur to the tires in photoshop. Please let me know if it looks convincing or if having the Porsche stopped would look better.
nico3d
28-08-2003, 07:00 AM
Hey Dire, EXCELENT JOB !!
But please don't tell me you've been doing this for only 6 months....that makes me feel really useless !!
can you tell me how you modelled teh Rim? I did the Fiat 500 tutorial as well, but that one is much easier...
and, where did you get the blueprints of this porsche...?
thanks a lot, I will be asking you more things probably !
Splurgus
28-08-2003, 12:31 PM
I'm no xpert, but I read somewhere about dynamics in still photography in some book. If you have the car moving, leave it somewhere to go. Ie place it more to the left of the scene. If you want it moving that way, move it right over so its nose is cut off, with more blur to the whole car and place something else in the scene for focus.
Both ways with the car moving, its just a car passing a building. If you have it parked, Its a Porsche parked in front of a dealership. Your inquisitive mind then starts asking questions like why? and starts exploring the pic for clues, which makes for a more interesting pic.
Anyways, thats just my 2c and I had a late night keeping criminals out my house so I hope it makes sense.:)
alivegy
28-08-2003, 02:17 PM
the model looks great but the image is a little dark and the lighter colored brick on that wall makes it really obvious that it's a tiled texture. what time of day were you going for?
krazed
28-08-2003, 06:16 PM
Did u use polymodelling for this car? and if so how did u do the door seams? I try to use the method on the Fiat 500 tutorial but never seem to get a very clean results even with very tight chamfers.
Btw the porsche is amazing :)
Matrix
28-08-2003, 07:22 PM
Very good job how did you make the rims? Polymodelling or Splines?. Krazed if you post a pic of the problem your having with your car seams im sure some will be happy to help.
Dire Wolf
28-08-2003, 08:12 PM
nico3d - Thanks. If it makes you feel better I have been doing this for about 8 months now. The rims where polymodelled using the method I detail below. I got the blueprints from Onno van Braam (http://www.onnovanbraam.com/index.php?main=home&group=update) site.
Splurgus - I think I will take your advice and leave the car as parked. Keeping criminals out of your house?!?!? Sounds like a good old time;)
alivegy - The lighting is all from a HDRI map taken during the day. I think the slight blue tint it gives everything may make the scene look like it is night time. Maybe some color correction and increasing the skylight output is needed.
krazed - Almost everything I make is polymodelled. It is the only method I know ;) The onlythings that werent poly is the text and the bridge cables. I followed the fait 500 tutorial for the door seams, using 0.2 for the chamfer amount. Another idea someone gave me to figure out the chamfer amount, is figure out your cars scale and chamfer the edges about 2-3 mm.
When you chamfer the edge you will end up with messy verts that you will need to weld together. I have included in the zip file an example of clean and messy verts on a little sample I did.
Matrix - The rims were polymodelled using the following;
1. Created a cylinder with sides and cap amounts I needed
2. converted to a poly and deleted the polys I didnt need.
3. Fixed up the remaining polys to look like the screenshot in the attached
4. Arrayed the single spoke and attached/welded.
5. All done.
If anyone needs somemore details on anything, please ask.
Attached Zip File (http://members.shaw.ca/pwaggett/rim-screenshot.zip)
Looks great. Awsome details.
shane
29-08-2003, 12:00 AM
Nice model. is that the lions gate bridge?
nico3d
29-08-2003, 12:09 AM
Great Dire ! thanks for you answer
and let me ask you know who you built the headlights and then, what was your texture technique, did you use UVW map, bitmaps, uvw unwrap..... etc.... Those textures are the one that impress me the most.
And what about that Brazil and HDRI plug-in everybody is talking about?
Let me tell you one thing about the textures. In some shots I've seen, the main blue texture looks TOO wavy , and if you look at cars' reflections they are not as wavy..... just a thought.....
Dire Wolf
29-08-2003, 04:36 AM
Goj - Thanks you
shane - Nope not the lions gate, the alex fraser
nico3d - the headlights where done based on this Tutorial (http://www.3dcar-gallery.com/tutorial/less02.htm).
1. I modelled the headlights like they are on the real car
2. I used texporter (from Cuneyt Ozdas (http://www.cuneytozdas.com/) website) to get a image of the headlight covering glass
3. Using photoshop I painted the bump map (replaces the checker map in the tutorial)
For the HDRI images go to splutterfish (http://www.splutterfish.com/sf/sf_gen_page.php3?page=plugins) and grap the plug-in. There is also a tutorial there that explains how to use them.
Bandito
29-08-2003, 07:24 PM
great work wolf. the only thing that could be worked on right now is the lighting. you're using brazil r/s and it looks like a skylight is being used. try a large brazil light with maybe 6-8 bounces and that should help a lot. believe me, lighting will make all the difference. that is my only crit on the scene. other than that, it's all good.:)
Dire Wolf
30-08-2003, 07:57 AM
Here is my idea for scene 4. Only the car body in the scene and untextured. I am going for showing the car turning a corner on a race track. Hopefully that is what it looks like. ;)
I am going to try and render the textured version of scene 3 tonight and will post it tomorrow.
If anyone knows of a good hi-res sky HDRI map could you please let me know. Thanks.
novoAlias
30-08-2003, 09:57 AM
niice, one suggestion - exaggerate the tilt of the car around the corner slightly for the speed. other than that this is a very kewl car and well modelled 2 :D
Aurorae
30-08-2003, 10:03 AM
its lookin good!
Splurgus
30-08-2003, 09:23 PM
Just a suggestion would be to try different colours on the car. Keeping criminals out of your house?!?!? Sounds like a good old time : Yeah, It was funny afterwards. Me in my birfday suit with the biggest knife I could find in the kitchen sitting under the window the would be burglars had just decided to use as entry point. The security company arrived in time and scared them off tho.
Dire Wolf
31-08-2003, 03:50 AM
Blackwolf - Thanks I completely forgot about adding in some body roll.
Aurorae - Thanks
Splurgus - I am thinking I will make the race track version yellow, with a racing stripe (if I can figure out how)
I promised the third scene but it is still rendering, it has been going for almost 20 hours. Dont know why, but nothing I can do but wait.
Dire Wolf
01-09-2003, 06:46 PM
Here is Scene 03 all textured. For some reason it took 52 Hrs to render.:eek:
I am going to fix the tire material in future renders and make a new sky in photoshop.
C&C as usual.
Matrix
01-09-2003, 10:17 PM
Looks really good, but 52 hours to render!? somethings wrong with that.:eek:
Dire Wolf
01-09-2003, 11:53 PM
The only think I can think that could be causing the long render time was I had bounce set to 4, but I dont think that should increase the render time that much.:crazy:
nico3d
02-09-2003, 04:47 AM
it looks awesoome dire.....
but definitely, there's something wrong about the 52 hours redering....
what's your gear? and what are those bounces you are talking about?are you using radiosity?
and by the way, I downloaded that free HDRI plug in- threw it into the plug in directory but I don't seem to find it inside MAX, where should it be?
Dire Wolf
02-09-2003, 05:32 AM
nico3d - Thanks. I am running a Athon XP 2100+, 1.5 gig of ram with a Geforce 4 Ti 4200. All of my other scenes at the most take 2 hrs to render.
The bounce I was referring to is the number of times the indirect light bounces, it is a brazil thing.
The HDRI plug-in allows you to open HDRI images. You will find HDRI files as a file format when you go to open images.
Yanik
02-09-2003, 07:08 AM
Wow this is very nice! Great modelling.
Too bad the window doesn't reflect as much as the car in the last render.
52 hours is way too long for my patience.
Splurgus
02-09-2003, 11:17 AM
Sheesh Dire, 52 hrs??!!:eek:
Just a question, Why use 4 bounces? With photons, yes 2 bounces tops. with hdrs I never use more than one.
Just curious.
Looks a bit dark to me!
Is the sky a procedural? if so that can have a large effect on the time, on my boat model it takes 7 mins to render, but when I use a procedural environment it goes up to about 2 hours. (Using standard brazil skylight with default bounce, whatever that it 2 i think?)
Dire Wolf
02-09-2003, 08:32 PM
Yanik - Thanks
Splurgus - I was trying to make th scene brighter so I used 4 bounce with the hdri. Maybe it didn't do anything and I should use 1 or 2 bounce.
Brin - The sky in that render is the HDRI map. All of the other textures (the concrete and asphalt) are procedural (darktree materials). I have also found using procedural maps, especially the darktree materials increases the render time. But the attached scene also uses the same concrete and asphalt material and only took 2 hrs to render.
Here is an update on the dealer scene, added the yellow stripe and made it brighter.
Splurgus
02-09-2003, 09:26 PM
Yeah, use 1 bounce, but in the mtl editor, on the hdr map u use for the skylight, up the output value.
Example
Dire Wolf
03-09-2003, 06:34 PM
Thanks for the tip splurgus. Do you leave the output on the environment HDRI the same? That is a nice looking model, did you ever finish it?
Here is the race track scene, the racing stripe needs tweaked (it is not in the center of the car), I need to add some motion blur on the wheels and the sky was painted in photoshop and is probably not the final version.
I am very quickly running out of ideas for new scenes, if anyone has one please post it, here are some ideas I still need to do;
- The car in a internal combustion exhibit at a future museum
- warehouse/loading area
- in-front of a modern house
C&C please
droopdog
03-09-2003, 07:13 PM
that looks strange, whats that pink shine in it? is that normal? and the white lines doesnt fit right with the yellow car, are you looking for some scenes, ill try to give some ideas, maybe on a carshow , put the porche on a plane and rotate it, so the back wheels are much higher, with some spots on,( i hope you understand my english is not that great =)
if i know more scenes i ll let you know
Splurgus
03-09-2003, 07:32 PM
OOH she's pretty in yellow! Mine was actually a lowpoly. 960 triangles for the body and the wheels took it up to 3496. Target was 3500:) .
Leave the enviroment map rgb level as is. What color is the candy on the yellow capaint?
For inspiration, do a porsche search on google. Youre bound to find some good photo's on nice locations.
Keep well
Dire Wolf
03-09-2003, 09:05 PM
droopdog - I don't know if the pink shine was part of the HDRI or the candy from the paint. I am going to render another image tonight with a different map ( I think the one I used doesn't really fit with a daytime race track. I think I understand what you mean for the scene, good idea.
My g/f thinks the same think with the white stripe on a yellow car, not enough contrast between the 2 colors.
Splurgus - I have attached a screen shot of the car paint. That is a nice looking car for low poly! Wish the cars in the games I play looked like that.
Dire Wolf
04-09-2003, 05:40 PM
Here is the updated render of the race track. What a deferents a HDRI map can make. I think I will try increasing the skylight output and make it brighter.
I am planning to do some motion blur on the wheels. Is there a easy way to do this? If I do the motion blur using Photoshop the caliper is also blurred and shouldn't be. So is my only option to do the blur with the renderer? Also should the background be motion blurred?
Splurgus
04-09-2003, 06:02 PM
Looking good!
The focus is the car, so I think animate it, so the background and the wheels are blurred.
You might want to at this point look into the plugin roller over at maxplugins.de for animating the wheels and go from there.
B.Sim
04-09-2003, 06:03 PM
Hey thanx Dire Wolf 4 the tutorial...........its been a while since my last post................
im interested in the Brazil rendering........anyone hav guide??
its quite a good result i saw using thst............i onli know how to apply HDRI.........
B.Sim
04-09-2003, 06:05 PM
wow.........i admire ur work dire Wolf....its so cool!!! keep up ur good work
Dire Wolf
04-09-2003, 06:16 PM
Splurgus - Thanks, I will grap that plugin.
B.Sim - Thanks for the comment. Not sure what you are asking for on brazil. If your looking for some tutorials on using brazil, just check out google (http://www.google.com/search?sourceid=navclient&ie=UTF-8&oe=UTF-8&q=%22brazil+r%2Fs%22+tutorial). If you are looking for something else let us know.
What do you guys think of the blue racing stripe? Any other color suggestions?
I did a high pass filter on the scene with photoshop, I like the resulting image, what about your guys.
http://members.shaw.ca/pwaggett/WIP-030904-Porsche-Scene03-02a.jpg
Also here is a version with lense flare, cause lens flare is COOL:cool: :cool: :cool:
Matrix
04-09-2003, 06:50 PM
I never thought stripes would look good on a Porsche but i was wrong, the green/yellow and blue stripes look great. :!!!:
Dire Wolf
05-09-2003, 06:58 AM
Thanks Matrix
Here is a museum scene, the texture on the signs needs some work. Also the poles need some work, I am going for a brushed aluminum look.
Only the basic car, need to figure out a color for the car, maybe black.
mrc64
05-09-2003, 10:58 AM
it´s become to be a good scene.... but i think you need to adjust the light... becouse its to dark
...but anyway good job:)
Dire Wolf
05-09-2003, 04:50 PM
mrc64 - Thanks, I forget to include the lighting plane on that render, hopefully that will make it lighter.
Here is the motion blurred race track. I might at some stands and a billboard to the background. Any comments on this?
Please let me know what you think of the motion blur, too much, too little. I have not had much (none really) experience with motion blur.
I was also thinking some heat waves might look cool, does anyone know how to do them?
TigerDog
05-09-2003, 05:06 PM
I think the blur on the wheels looks good, how did u do it?
Dire Wolf
05-09-2003, 08:26 PM
TigerDog - I did the motion blur like this;
- Animated the wheels rotating (90 deg per frame) over 4 frames.
- Turned on motion blur - image in the properties for each wheel
- Rendered the scene (frames 0 & 1) using brazil without motion blur
- Applied a matte/shadow material to all the objects in the scene
- Placed the above brazil rendered image in the environment slot
- switched to the scanline render, turned on motion blur and rendered frames 0 & 1
- I noticed you have to render out 2 frames or the motion blur will not be applied and the motion blur is only applied to your second frame. Also for some reason I could not get Brazil to do the motion blur.
Here is where I got my method:
Brazil Notes (http://ringas.netfirms.com/brazil/Brazil_Notes.htm#13)
Doing the motion blur this way took 30 secs with the scanline render.
Here is an update on the museum. I am still not happy with the signs texture. I am going for a slight blue tint LED type screen since the idea is this is a museum exhibit in the future.
RickStefani
05-09-2003, 09:04 PM
The wheel blur does look cool. Maybe do some skid marks down behind the car and draw in smoke with photoshop.
RickStefani
05-09-2003, 09:07 PM
Here is a cool reference picture if you wanted to try it.
neo_mosher_zion
05-09-2003, 09:28 PM
very very nice lookin car. the blur looks very good. the race(im geussing its a race) seems bland... a different view with stands and a infield would spice it up a bit, for someone of your ability making these additions would be childs play.
nice burn out rick.
Dire Wolf
06-09-2003, 06:20 AM
RickStefani - Did you do that smoke in photoshop? Because the rear wheel does not look like it is spinning. If so WoW
neo_mosher_zion - Someone of my ability? I am flattered. :o I am re-doing the racing scene right now, I am thinking two porsches down a straight away, with stands to one side and a walk over.
Hopefully I will finish a render by tomorrow.
Dire Wolf
06-09-2003, 08:47 AM
Here is an update on the race track scene.
Is there something missing on the walkaway above the track? Looks to much like a box to me, but I can figure out what I am missing.
Hay there, its looking better all the time, I love the stripes :)
I think the walkway above will be fine when it has the textures on, some race logos or adverts.
I have spotted a tiny defect on the model. I have been looking hard and this is a minor thing which cant really be seen on the wide angle shots. see attached pic.
droopdog
06-09-2003, 09:57 AM
wow i love the black porsche you made there
and about the race track scene, add some tires next to the track, maybe a pits, and some red-white lines in the corners
Dire Wolf
07-09-2003, 08:27 AM
Here is an update on the muesum. Decided to go with a clear glass sign.
Dire Wolf
07-09-2003, 08:36 AM
Here is an update of the race track. I am going make the sign on the walkway bigger, and tweak the texture.
I will probally add some stands to the right of the scene, behind to pit area.
Brin - I have noticed that problem also, need to iron out my body work.:)
droopdog - I have tried to show the pit area to the right of the scene, you can see the exit. Are there typically tires on the exit of the pit area (I haven't been to many car races)? There is also the red-white bumps going around the corner, let me know if they dont stand out.
droopdog
07-09-2003, 08:51 AM
i'm not sure if there are tires on the exit of the pits but i guess so, i would look nice, and btw if ya want more detail orso, texture the walls with coca cola, and much more..
and maybe some red and green lights, to start!
and maybe to make the pits more clear, make a big building on the right side, in the pits there is always a big building =)
i hope this helped a bit, its going to be a cool scene
TigerDog
07-09-2003, 08:58 AM
Its looking good but i think the museum scene would look a bit better if the seat and sign where a bit closer to the car.
Dire Wolf
08-09-2003, 07:47 AM
Another update on the track, added in some tires and the end of the pit and am going to add the stand/pit building tomorrow.
I found some Hi-res skys (here (http://www.cgarchitect.com/news/newsfeed.asp?nid=1462) ), so I edited them in using photoshop, let me know what you think.
Tigerdog - I am going to render out a test scene with the bench closer tonight and will post it tomorrow.
Dire Wolf
08-09-2003, 07:49 AM
He is an update on the bridge scene, with a new sky, good, bad or ugly?
nalhcal
08-09-2003, 08:35 AM
The new sky looks good, but I think it would look better if the car/scene was a little brighter. :)
RickStefani
08-09-2003, 05:29 PM
I like the sky, Interesting camera angle but I agree with nalhcal that it is not bright enough.
That was just a picture I found on Google images doing a search. I can not take credit for any of it. Sorry about not posting that from the start.
alivegy
08-09-2003, 06:52 PM
I think one thing that will add a whole lot of life to your scenes is sunlight. Try using a more direct light along with your skylight. All of your images look good but have that global illuminated the sun is just coming up feel to them. This also means no specular shine which would really liven the image up, because right now everything looks kind of dull. BTW I love the museum of the future idea.
Dire Wolf
08-09-2003, 07:39 PM
When you guys are saying the image is not bright enough, are you only referring to the bridge scene? I need to render that scene again, I agree that it is dark. Is the race track scene dark also?
Regarding adding a sun, all my outdoor images use a HDRI map for the light. I think if I had some shadows, the scenes would look better. Is there a way to get a directional light to cast a shadow, but not add any light to my scene?
Also regarding adding in the specular shine, I have tried rendering some scene with a specular only light and cant notice any difference. Am I missing something, what should I notice?
Here is an update on the museum scene, moved the bench and sign closer to the car, as per your suggestion tigerdog. What do you think? I might move the sign back, so it is easier to read.
Noticed I forgot to smooth one of the posts. Opps.
alivegy
08-09-2003, 08:11 PM
The museum pice is fine, it's the bridge and track scenes that have that dusk look. Try just adding a spot light to act as the sun and see what happens, ontop of your HDRI map.
Dire Wolf
09-09-2003, 05:08 PM
Here is an update on the track scene. The lighting still needs added, but I am getting funny dots all over my image when I add a light. I will post an example of my problem soon.
Still need to add motion blur and DOF effects also.
Brin - Is the bumber section looking better?
It is looking better, I think there is still a tiny ripple towards the back of the cut sections. :(
The Museum peice looks excellent, I think the sign should be nearer the car, but the bench is a good distance away. Although the museum curator may thing that the sign distracts the viewer away from the beauty of the car ;)
---------EDIT----------
I just had another look at the museum pic, I dont like the bench where it is, you cant see all of the car! I dont think you will get agreement on this image (I cant even agree with myself) with the distance of the items :)
When I said the image looked dark I meant the bridge scene, I think the others look fine, I spose it depends what you are going for :)
Dire Wolf
10-09-2003, 06:30 AM
Here is another scene I have been working on. It is a little dark, hope you can make out some of the details.
Dire Wolf
10-09-2003, 05:52 PM
Here is another scene, still need to do some work on it in photoshop.
Silly question, since I plan on having the car moving, would the fact that there is no driver screw up the image?
It is kind of funny, all my other images you can barely make out the interior, then this one where I want the interior dark, you can see.
Also for the gas station image could someone help me with getting that desert feel to the image. Thanks
RickStefani
10-09-2003, 06:22 PM
Well, you could either darken the windshield or build a driver. The driver would have a helmit on as well as a race suit, neck brace and glove so the detail would not be as hard to get as a normal person if you wanted to build it. It ould be all texturing. Most 3D art has that deserted feel to it. Build a lot of defferent people is tough and poser is just to generic, not to mention it gets that poser look to it as soon as you do.
Dire Wolf
10-09-2003, 08:56 PM
I think I will darken the windshield. I am kind of lazy :)
Here is the problem I am having lighting the race track scene. I placed one brazil directional light in the scene.
Does anyone know how to fix my problem?
Dire Wolf
11-09-2003, 07:50 PM
Here is an update on teh gas station scene. I fogot to enable the ground plane so the right corner looks a little funny.
Also noticed the text on the sign didnt show up, should read GAS.
Still hope someone can help me with the race track light problem;
Dire Wolf
12-09-2003, 06:14 AM
Here is another scene I have been working on. The textures are just clay for now, then I converted it to gray scale in photoshop.
Is there anyway to sharpen the shadows when you are using a Brazil Light?
I will post the inspiration picture next.
Dire Wolf
12-09-2003, 06:16 AM
Here is the inspiration picture I found on CG talk.
I dont plan on having the Porsche old and rusty, that just would not be right.
mrc64
12-09-2003, 09:43 AM
you are having very good ideas....very good
I'll try the some thing with my model later
Dire Wolf
13-09-2003, 01:09 AM
mrc64 - Thanks.. Most of my ideas are from ads or place around my house. The bridge scene is a copy of the bridge I drive to work on and the dealer scene is very similar to the Porsche dealer here.
Here is an update on the gas station scene, made the dunes bigger and more Rollier.
No car today, its in the shop.
Dire Wolf
13-09-2003, 07:03 PM
Here is an update on the garage scene. Noticed the rotor needs some bolt holes and a hub hole.
Please let me know what you think.
Aurorae
13-09-2003, 08:42 PM
How does this thread NOT have a ratin of 5 stars?
Great work DW!
Dire Wolf
13-09-2003, 11:46 PM
Aurorae - Your comment must have done it, 5 stars now.:dance: :dance: :dance: :dance: :dance:
Thanks for for your comment.
I cant even believe I have a 5 star thread.:o
Here is an update on the dealer scene, add in a sun. Not sure if a building on the other side of the street (off camera) should be added to create a shadow across the road. Please let me know what you think.
Also fixed up the bricks.
Sorry for jumping back to old scenes, just had some time where I could get some rendering done and I thought I would touch up the old scenes.
kingcobra
14-09-2003, 06:42 AM
your tail light map needs a little more thought...but nice modeling!
Hey there, The scenes are looking better all the time, How about a bit of volumetric light in the "shed" scene, It looks way to clean at the mo.
I think it is a close one between the museum and the shed for my Fav image at the mo :) How long does the shed take to render?
Keep it up.
nico3d
14-09-2003, 04:50 PM
Your work looks better and better. Although I found that gas station a bit plastic like.....
let me as you this Dire, how did you do to become proficient using Brazil.
I just installed and I have been playing around with it, but can´t understand a thing yet. All images come aliased and they all suck.
Do you have any of your hot links to learn how to use it?
keep working you are doing an awesome job
Dire Wolf
15-09-2003, 04:40 AM
Kingcobra - Thanks, I will update it. For some funny reason on close-ups the taillight looks ok (like the track scene), but on distance shoots (like the dealer) it doesn't look right.:crazy:
Brin - Thanks, I think the shed takes about 6 hrs to render. I am trying to add some volume light now, but all I keeping getting is the scene whiting out. The only solution I can seem to come up with is using small directional lights to do the volume light, and leave the main light that is illuminating the scene as is.
nico3d - What give the gas station a plastic feel? I learnt Brazil using a lot of trail and error and google (http://www.google.com/search?hl=en&lr=&ie=UTF-8&oe=UTF-8&q=%22Brazil+r%2Fs%22+tutorial&btnG=Google+Search). For your images coming out all aliased go to Brazil: Image sampling and hit P3.
nico3d
15-09-2003, 04:53 AM
well, I think that assuming your work has been turning better and better and always moving towards realism, I find the Gas station TOO COMPUTER GENERATED.....compared to the other stuff that's on the verge of looking real...
But don't worry, is just a comment, the rest of the job is EXCELENT..
The Porsche's blue paint, did you do it in Brazil with the Car Paint Shader??
What about the tires material?
Dire Wolf
15-09-2003, 05:06 AM
No worrys about the critism nico3d, I was just wondering what what is causing the gas station to look plastic/computer generated. Anyone have any ideas?
The car paint was done using brazil paint (tutorial here (http://www.eeye.us/modules.php?name=Content&pa=showpage&pid=13) )
Tires are just a standard max material with the diffuse color changed to black. I think I found the settings I used at Onno van Braam (http://www.onnovanbraam.com/index.php?m=tutorials&g=completetire)
Dire Wolf
16-09-2003, 05:04 PM
Here is a update on the shed scene. Added the volume light, but I think it needs tweaked a little.
Also added a coffee cup, cause you always have to drink coffee when you are working on a car, well at least at my house.
RickStefani
16-09-2003, 05:37 PM
I love it. A little dark. Coffee? I usually have beer when working on a car. Well, if I was working on a porche I might drink coffee though.
Dire Wolf
16-09-2003, 07:34 PM
Thanks RickStefani, glad you like it. I was going for a darker image since it is in a poorly lit shed/barn. What do you think of the volume light?
RickStefani
16-09-2003, 07:42 PM
Subtle, but I like it. Maybe move the lightsource a little higher more so coming more at you? Not sure. It is your vission and here is more what you want. The problem with volume lights is that if you are not careful they become the major focus of the image. I think you want to keap the focus on the porche. One thing that seems weird is if there are that large of cracks between the slats on the barn wall but the light from the sun does not cast highlights across the floor. Just a thought.
RickStefani
16-09-2003, 07:49 PM
Two ideas I am going to through out there. You could add a work light that is on a hanger and put it by the wheel with the extension cord running out of the view. Or you could put a hanging light on a cord which is no more than a bulb, socket and a pull cord to turn on. Either way you could use the decay and put a bright spot were you want people to focus but leave the rest of the image dark.
Dire Wolf
16-09-2003, 08:12 PM
RickStefani - There is already a trouble light in the scene, lying on the floor in front of the tool chest. Maybe hanging it off the springs would make it clearer (like you suggested).
I might try the idea with the hanging bulb. Thanks.
Also anyone know how to get Brazil to use the system cache. I am running out of ram (have 1.5 gigs right now) and when I watch the system manager the system cache is not be using.
Anyone have any ideas?
novoAlias
17-09-2003, 06:57 AM
i dont know about system memory but i seem to remember a 'conserve memory' option somewere, cant seem to find it at the mo tho but its probably in there sumwere:D. btw very nice car and sum good scenery ideas you have there :cool:
Dire Wolf
17-09-2003, 09:26 PM
Thanks Blackwolf
Here is another idea for a scene. Dont know how I feel about it right now, might change the house design. Let me know what you think.
The texturing on the house needs some work as does the water in the pond below the stairs. Also it is a little dark inside the house/entry
nico3d
18-09-2003, 01:33 AM
Dire, the car looks awesome, the floor texture too, but I don't know, I don't wanna be harsh on the house, but I'm on the end of my architecture career and after 7 years of studying, I really don't like that "house" you did there...
But, let me suggest you something.... since you don't have to be an architect to do a nice house rendering to accompany the design level of your fabulous porsche. What you can do, is to visit sites on architecture and find samples of different houses, choose one you like and copy it ! you are gonna get perfect results and the design of the house will surely be nice....
ANyway, I'll think of houses and I'll try to send you either the front pics or some links !!
Dire Wolf
18-09-2003, 02:06 AM
Thanks Nico3d for your reply. I am not that happy with the house either.
Just curious what parts you didnt like (be as harsh as you want, I can take it). It would be neat to get some critism on this house design from an Architect. Should help with the design of the replacement house.
What do you think of the stairs with the pond underneath?
As for using a reference picture, I have been going through CG Architect (http://www.cgarchitect.com/) gallerys but haven't found anything I really like.
I have attached a front view of the house, that might help you on critic
nico3d
18-09-2003, 03:04 AM
Without going into technical criticism, the building looks unappealing, it doesn't have character.(but that's understanble, you don't have to know how to design buildings if you are not into architecture).
Those columns are huuuuuge and if you look at the front view you sent me, the slabs, apart from being as thick as the slab necessary to hold a million people in a football stadium, they are held only by those columns, you need another set on the sides....
The entrance door is set back in the shadow, it seems it is in a hole, you'll never get that area lit...it's like a cave. And the stairs, ( if you really like to have those front stairs like in classic houses) are really small, they should be more prominent.
But don't worry, I'll post you samples as soon as I can to give you an idea. Tell me what you like better, classic houses, those with typical front columns with prominent staricases ? or modern ones? or minimalists(that means, very plain, with pure lines, simple perspectives).....?
Dire Wolf
18-09-2003, 05:10 AM
I like the style of buildings that Tadao Ando does. Is that minimalists?
Thanks for your help nico3d
Yanik
18-09-2003, 10:14 AM
Your car rulezzz.
I really like the scene in the garage and the scene in front of the porsche garage.
I also don't really like the last one, because it looks like it's made out of standard primitives.
Great!
I really love garage render! And i got idea `bout it:
make volume light or draw in 2D light lines from the wall
IMHO it will look cool and country style ;)
Bluder
18-09-2003, 05:25 PM
hi very nice, but everyting looks too clean. ok if u whant your car nice and shiny but all the roads and walls on the houses look to clean. it would look alot more realistic if u made it more dirty, good luck :)
RickStefani
18-09-2003, 05:28 PM
That house does not have a garage. Haha. I think the house is a great idea. Take your time and lets see some awsome work that I know you can do.
nico3d
18-09-2003, 05:42 PM
Ohhhh Tado ANdo !!! I'm such a big fan of him !! in some ways you could call him minimalist....but he is beyond everything !!
Then, it's perfect, I have a big book on him, I'll scan some shots for you !!
RickStefani
18-09-2003, 06:34 PM
Andos, One of the greatest Architect/designers. His places are works of art but still can not see his hair looks like $hit. Haha. Classic.
Dire Wolf
19-09-2003, 11:55 PM
Here is my idea for the house version 2.
I plan on making a garage on the left hand building and a water fall to the right of the stairs. Below the stairs and running the length of the building is a pond.
The upper balcony on the main building will be glass walls with a handrail around it.
Please let me know what you think. I want to get some opinions on the basic design before I finish off the details.
Thanks
Dire Wolf
21-09-2003, 12:30 AM
Here is another scene I have been working on. Not as detailed as some of the other scenes, but I thought the angle might be neat.
nico3d
21-09-2003, 05:28 AM
I think you should correct the lighting....your amazing porsche looks too flat, even squased against the ground ..
more tadao ando comming soon...
I like the way you are creating lots of scenes to put your car in :)
How is the car model going? are you happy with it now?
On an unrelated note I tried to Race one of these Carrera's on the way to work last week, I kept up with it for a while until the driver realised I was racing him. Then he dropped a gear and left me :D hehe.
How is the race track scene coming on? or have you been distracted?
Dire Wolf
21-09-2003, 06:51 PM
nico3d - I know what you mean about the parking lot scene. I am just not sure how to fix it with the lighting. Hmmm...maybe I will try adding a moon, that should give the car a slight shadow it one side.
What do you think of the redesigned house? This one got the seal of approval from my g/f.
Brin - I am fairly happy with the car now. I know some parts are missing like wiper blades and a gas cap but my deadline for getting the images out is coming up soon. Hopefully no one will care that much ;) I think I have been able to get the bumber fixed up.
I have kind of been distracted from the race track scene. I have to re-work the gaurd rails as there is too many polys in the scene and my computer can't handle it. So I am working on getting some other scenes finished. Thankfully I am almost finished and I have only one more scene to design.
hehe...I have tried the same thing. I thought I was really something keeping up with the Porsche until the driver put his foot down.
On another note anyone know a good tutorial for doing water? Have any suggestions?
:)
Im sure you know the basics of water? Most of the tutorials I have say use a raytraced reflect and a Noise Bump map for the displacment.
like here:
http://www.3dcafe.com/asp/tutorials/max/advancedwater/advancedwater.asp
What sort of water are you going for?
Im sure anyone looking at your images will overlook the small details you have mentioned.
nico3d
21-09-2003, 09:34 PM
I'll draw some sketches for ya to give you a few tips on enhancing the last model you did.
The only big big mistake are the stairs, he never uses those "floating" stairs, he builds very solid, long and pure concrete stairs...
it looks better, but that's the kind of building tadao ando would do for a museum, I'll send you images from buildings he did with that aesthetic.
But later, since I'm working on project right now that I have to hand in tomorrow...
Dire Wolf
22-09-2003, 04:11 AM
Brin - Thanks for the link. I am going for a calm pond effect. Using Brazil Glass I think I got a ok version using an IOR = 1.333. Not really sure how I am going to do the waterfall section.
nico3d - I wasnt sure what to do with the stairs. I thought having under the stairs enclosed but I thought it might look funny. Any suggestions? I kind of like the floating stairs style, I think the shadows look neat on the rear wall and pond. Keep sending those scans, they are wonderful inspiration.
There are a few things I am debating adding, they are;
Form holes in the concrete
Make the right hand corner of the main building glass and place a spiral staircase inside.
Instead of the above spiral staircase idea, just a thin window up the length of the main building in the blank lefthand section.
Move the garage building (left hand side lower building) to the left (so there is a gap between the two lower buildings) and use that space for a driverway. The only problem I can see with doing this is it might create a cave. :(
Please let me know what you think on any of those ideas or any other suggestions you may have.
Here is an update on the house, no car and only clay material
Dire Wolf
22-09-2003, 09:51 PM
Here is an update on the house. Added the spiral staircase, not sure if it really fits with a minimilist sytle house, what do you guys think?
The glass is only rough for now, so you can see the staircase.
RickStefani
22-09-2003, 10:28 PM
I really like it. I think it adds a lot.
nico3d
23-09-2003, 04:21 AM
Dire,
I sent you another Tadao Ando pack to your emails so you get more inspiration. Take a look at the stairs, at the ponds, at the geometries and especiallly at the concrete surfaces.
you should definitely add:
the little holes, those are typical when you work with concrete, cos those are the marks left by a kind of screws or bars you use when you build the formwork where the concrete is poured....
you should also add the thin lines bore through the concrete surfaces.... they also indicate the different planes of sheathing or wood used as the formwork. Most architects try to hide them, on the other hand, Tadao Ando makes architecture out of those holes and lines...
nico3d
23-09-2003, 04:26 AM
forgot 2 things:
1) you should also try to add some texture to the plain gray you are using right now for the concrete...
2) I noticed, looking at your last render, that looking right through the car's windows and windshield, the stairs and everything behind the glass looks all wavy and distorted when in reality that doesn't happen.... you can see through it almost perfectly clear ....
Dire Wolf
24-09-2003, 03:46 AM
RickStefani - I think I am going to keep the spiral stairs. Like you said they add alot to the house. I have made the windows smaller. Will post and update soon.
nico3d - Thanks for those scans!! I think I am going to add those holes and form marks to the concrete. I am still not sure if I am going to change the stairs. Like you said Tadao doesn't use those stairs but I think the horizontal lines of the floating stairs match the horizontal railing on the garage door and patio.
I havent gotten around to texturing the house scene yet. That is just a clay material on the scene. :)
I also noticed that funny effect when you look through the car. Must be something to do with brazil glass. Does anyone have any idea how to fix this?
Another question for anyone. What DPI should I use for photos? 300 DPI? I am going to make all the scenes into 8X12 photos, which means I need to render out at 3600X2400. I started rendering my first scene last night and it is still not finished!:eek:
Morzog
24-09-2003, 04:36 AM
DireWolf
Been following your thread for a while now figured I should let you know how much your car has discouraged I mean encouraged me lol. Seriously your modeling skills are very impressive I have learned alot from you. You posted some info on seams that helped me solve a problem I was having with the door on my fiat ( shameless plug; Karabo's amazing fiat tut ) of course now I have a new problem which, if I can't figure out soon I am going to have to post and ask for some help.
Was wondering what your next project was going to be. Another car I hope eh.
BTW, Thank-you.
nico3d
24-09-2003, 04:57 AM
Dire:
the least for a real good print is 267DPI, don't ask me why that number, but that's what I saw on the Photoshop total training video......
Dire Wolf
26-09-2003, 09:53 PM
Morzog - Thanks. Not sure what my next project will be. I am thinking I might do a Teenage Mutant Ninja Turtle. Glad I was able to help you.
nico3d - 267 DPI? What a funny number. :) Thanks for posting the info.
Here is an update on the house scene. Let me know what you think.
kingcobra
26-09-2003, 10:54 PM
ok...we've seen your porsche... a LOT...nice model but isn't it time for a new project mabey?
nico3d
26-09-2003, 11:43 PM
Dire, there has definitely been an improvement.
The front facade seems to be a bit burnt though...and one minor detail that actually could make the scene much more believable is that the edges are tooooo perfect.... probably just a lightning effect will reduce the perfection of the edges......I don't think geometry will do it.....
I'm glad you fixed that glass on your porsche!
could you tell me how you did it? brazil glass.....settings?
KINGCOBRA: if you are bored, you don't have to keep following this thread, let the man build his own thread as he likes....
Dire Wolf
27-09-2003, 12:12 AM
I know you all have seen my prosche a lot, thank you all for following it and contiuning to give me your advice/suggestions. It has been a great help.
kingcobra - Like I said earlier in the thread, I am making a calender so I have to have 12 scenes with my Porsche. You will be happy to know only one more scene left. :)
nico3d - Thanks nico3d. The corners are really nice and straight, not sure how to fix it using lighting. Any suggestions? I am going to try and chamfer the corners, see if that does anything.
Silly request, could you please edit the picture and show me which part looks "burnt" not sure what part you are refering to.
I fixed the glass on the Porsche by changing the IOR (refraction) to 1.0 from 1.5. It is a brazil glass btw. I guess the higher IOR, the more the light bends as it passes through the glass.
nico3d
27-09-2003, 03:16 AM
here it goes....
probably. subtle chamfer will help.....and just try to give just a bit more texture with bump..... that will give the wall more of a natural look......
nico3d
27-09-2003, 03:17 AM
here it goes....
probably. subtle chamfers will help.....and just try to give just a bit more texture with bump..... that will give the wall more of a natural look......
Dire Wolf
27-09-2003, 05:38 PM
Thanks for marking up that scene nico3d. Will do some corrections today and hopefully have an update by tomorrow.
Here is the last scene for my Porsche Calendar. The inspiration can be found on page 24 of "Computer Arts" issue 87.
Please let me know what you think.
nico3d
27-09-2003, 06:22 PM
I looooove the landscape and the idea...it looks awesome
the porsche looks a bit plastic like though....probably it would be a good idea to make it look like in many of the first scenes you did.....
kingcobra
27-09-2003, 08:21 PM
do the windows just attach to the body or is there supposed to be some sort of rubber trim?
Guybrush
27-09-2003, 10:13 PM
Damn nice model, but i see one thing about it, its the tires, i dont know what its called but i think the "bumps" are to frequent on the tires.
looks great except for that
Dire Wolf
28-09-2003, 05:50 AM
kingcobra - I have modelled the trim around the windows, but I must admitt I think it is too small. :( If you look very closely at the window edges you might see it.
Guybrush - Thanks... I think you are refering to the tread.Here (http://www.stangsuspension.com/store/catalog/bridgestones03.jpg) is a link to the original tire, let me know what you think.
Here is an update on the iceberg.
9ming
28-09-2003, 07:41 AM
COOL~!
nico3d
28-09-2003, 08:27 AM
Just Excellent !!!
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