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User avatar
By Tora_2097
#371184
Probably the slowest reply in forum history but here it goes:
Straight render output:
Image

As you can see I did color corrections, noise smoothing and dirt overlays in post. The dirt would have to be mapped properly onto the car for an animation of course, I was just too lazy then. Other than that not much regarding postwork. No special filters or other stuff.

Ben
User avatar
By Tok_Tok
#371206
Straight render output
Oke, then you must be God.

All kidding aside, that is REALLY neat! Especially the first 2 renders are so beautiful!

I tried some car renderings some time ago but never got any real good results so I left it alone.. What would you say is the most important for getting such realistic renders? Carpaint material? The right HDRI? Environment? Sorry for all the questions but I always try to learn as much as possible were I failed. :)
User avatar
By Tora_2097
#371243
Well thank you although I do not think my rendering looks very realistic. At least not to an even mildly trained eye. On the other hand a car in a natural environment takes tons of work and attention to detail to look realistic because so many things can go wrong and have to be considered. A studio setup is definitely easier to pull of if you are using a good car model (preferably original manufacture CAD data).
Always crucial for the look are -of course- the reflections on the carpaint, the complexity in the headlights and the tires. Suurlands stuff is a good reference for studio renderings of cars. Nice interiors as well.

http://www.suurland.com/portfolio.php

Usually there is a ton of postwork involved in both renderings and real photoshoots though. I can try a simple studio setup on the 599 and see how it looks.
Ben
By rusteberg
#371321
oh dear benjamin...... looks like there's some severe aliasing on a lot of edges there...... lots of noise in areas...... and the ground plane material looks abysmal.

please tell me you're trying to lower our expectations...... :o
User avatar
By eric nixon
#371400
Heres a playblast of a new 'fully mechanical' muscle car rig - full differential geometry front (tricky) and rear, with realtime-ish performance (can be driven like a game)... really need to rig better input controls like a steering wheel.. not sure how that would key frame properly though...

Image

This is a smallish version of the track I have made in PS, but I need to finish the PS work.
Last edited by eric nixon on Tue Oct 01, 2013 6:44 pm, edited 1 time in total.
User avatar
By eric nixon
#371420
lol wtf! much cooler :lol:

Inevitably I just made a slightly better version. (more oomph)

http://www.mediafire.com/download/i0f1f ... anical.zip

(jpg's for framanip @30fps)

The car is 4wd using 2 motors/differentials, each with 4 cogs, having 31 teeth, so a total of 248 teeth.

I'm really quite surprised that mechanical differential gears (polygons) are sensitive enough to distribute the power properly at speed. But the difference when steering at speed is amazing, you can feel tiny 0.1 degree inputs affecting the cars direction (not understeering like most of the sims do) normally I would be using 15 degrees of steering before a car would even change direction at high speeds.

Updated with materials; Now I just need to find some good seventies wheel rims, and add some chrome trim to the wheel arches. Not sure about the paint colour either.

Image
User avatar
By eric nixon
#371560
Yes that paint was mapped all wrong and I also needed to reduce the bump like you said.

I'm really happy with how the model evolved, lots of opportunistic tweaks trying to remove visual disharmony - so to speak. I like to call it 'pouring' over the model,.. always dangerous to zoom in to far, when tweaking... and also lots of errors are left in if they look acceptable / or ar tricky to fix). No UV mapping just interactively moving texture coords around, looking for a sweetspot, this is the archviz approach to 3D I guess.

hdri helps a bunch ofcourse.

Image
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