Anim8or Community
Artwork => Finished Works and Works in Progress => Topic started by: marshallh on March 01, 2009, 12:53:38 pm
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Just an update on the model I made some time ago
(http://img515.imageshack.us/img515/4047/good6b.jpg)
(http://img515.imageshack.us/img515/6130/good8b.jpg)
(http://img152.imageshack.us/img152/9569/wire.jpg)
hi-res here (2 hour render)
http://img19.imageshack.us/img19/9671/good9o.jpg
8085 polies (unsubdivided, hehe)
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Very nice renders. The model look really clean, do you mind sharing an unsubdivided wireframe.
The materials are nice but have a bit of a toony look to it. I don't know if that was your intetion or not.
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Woah, My, Gawd
Bravo! looks awesome!
looks very sleek, and very realistic.
2 billion to the power of 5 times better than any car i've ever attempted to make.
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I wish I could get it a bit more less cel-shaded looking but I can't seem to get it.
Here's the car material:
(http://img145.imageshack.us/img145/6458/mat.png)
envmap:
(http://img12.imageshack.us/img12/9913/env.png)
Old model before subdivision
(http://img178.imageshack.us/img178/6232/wire2.jpg)
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Nice wire, pretty clean modeling.
I think the toony look is because of you low rouge value. Try raising it a bit too like 5.
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that is very nice work i wish i could se anim8or like that
10/10
;)
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The modeling is great, and looks nice and clean. I do think you could add some reinforcement around the headlights, but otherwise it's looking pretty nice.
The materials definitely do need work, they look very toon shaded. I have two different recommendations on how you could go about making this look better:
1. Use the ART renderer. You can then use actual reflections, this would go for the metal rims as well (as they currently look plastic.)
2. Use a different environment map and change the material. Whichever method you follow, you need to change the rough value. A 0.1 value is the main cause for the cell-shaded style. A material I previously used is:
Ambient: 0.00
Diffuse: 1
Specular: 1
Emissive: 0
Rough: 5
Brilliance: 1
Then I have an environment map (it's a cubemap, not simply an image), that is set to 15. Of course don't necessarily follow this exactly as I said, play around with what looks good.
Most of all I feel you need to change the rough and brilliance values (increase the rough value and decrease the brilliance value), get a better environment map (preferably a cube-map), and increase the specularity (for that metal shine).
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An ART render would be great yes. Try following hiho's examples and tweak the settings abit till you like it.
I have add a nice cubemap which i use alot, have fun!
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(http://img48.imageshack.us/img48/9200/good10.jpg)
Gonna try out the ART renderer tomorrow.
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Very impressive and cleanly modeled as well.
Renders look great, but just one crit: your front headlights (not the orange ones) look a bit flat, and simple, perhaps adding a lamp to each hole and adding a mirror surface behind them will make it look more realistic (although I'm not sure which Mitsubishi you've modeled so I'm not exactly sure what it should look like).
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Can't wait for ART render, the one posted above looks fantastic! from this angle i'd say it's the same quality as those seen in the newest Grand Theft Auto game.
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For a metal look set the brilliance to 2 or 3, specular to 1 or lower, rough 8 to 20.
Shinny paint try using glossyreflector in the attributes- rough set to 5,000 to 10,000
or reflection and lower the Kr .8 to .3
Playing with reflection will give a faster render and you can also set the rough setting to give more or less reflections. rough setting set to 8 or 1000 will work almost like glossyreflector.
Don't be afraid to play! That is my motto! Start a different file and use a sphere to render your spamles