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The arches. New renders. (Enviroment) 20/2/6

Posted: Wed Feb 01, 2006 11:08 am
by Tim Ellis
New update.

Click thumbnail then bottom right corner of image, to enlarge to correct size. (1000x1040)

A quick render with the car back in, this was rendered before certain aspects have been fixed, so forgive the errors.


Image

Older renders:-


Image

Image

New render without the gravel piles.

Image

Flash light render:-
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Black and white version:-
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Image

Modeled a while a go by me with Blender 3D, re-rendered with Maxwell RC5. 15 samples of 25 @ 1000x1000 after 8hrs.

Old update:-

Click the thumbnail, then click bottom right of image to view full size.

Worked some more on the textures:-

Image

Image


Old renders using Blender's internal renderer:-

http://www.free-webspace.biz/sonix/CGTa ... XWIP2.html


C&C on anything is appreciated.

Cheers,

Tim.

Posted: Wed Feb 01, 2006 11:36 am
by Hervé
well, you've simply made the first Car paint really good...

but I don't like the chrome parts and tires.. my pov...

:wink:

Posted: Wed Feb 01, 2006 1:07 pm
by Nicolas Rivera
Tim, very nice design and render.

But this could be a great render, chrome parts need improvent, interior of the car too. The floor texture need to be of better resolution and the bump on the brick colums looks wierd.

A litt;e correction on this points and you'll have a winner. :wink:

Posted: Wed Feb 01, 2006 4:43 pm
by jurX
invert the bump!!

Posted: Fri Feb 03, 2006 2:49 am
by reaver
Very nice Tim.

Carpaint looks familiar :D

Cheers.

Nick.

Posted: Fri Feb 03, 2006 4:03 pm
by Tim Ellis
Thankyou. :D

I've remodeled the enviroment as I was having issues with UV mapping & tiling in studio and also made new uv maps and used better textures.


I will post an update after the weekend.

Cheers for the car paint tips Nick. :D

Tim.

i like the shader !

Posted: Fri Feb 03, 2006 7:53 pm
by tanguy
really good shader, but maybe the direction wheel is a little too low place in the cockpit ?

:wink:

Posted: Mon Feb 06, 2006 9:51 am
by Tim Ellis
Thankyou, I have changed the location of the steering wheel.

Update in top post, improved textures and mapping, although I'm not happy with the glass yet. The driver's side window has been removed, which is why the glass looks non existant there. ;)

Chromework could also do with some improvement. I used the default steel mxm, and lowered reflectance value to 10. Perhaps there's a better method though.

C&C weclomed, thankyou for the feedback so far.


Tim.

Posted: Mon Feb 06, 2006 9:32 pm
by TCSFunk
Nice Rims 8)

Posted: Tue Feb 07, 2006 10:13 am
by Tim Ellis
Cheers. :D

Update added to first post.

Worked some more on the textures.

I've left one rendering today with some more additions and will be adding rubbish & dirt to make things more realistic.

Any comments or crits on the new render?

Thanks,

Tim.

Posted: Mon Feb 13, 2006 3:53 am
by Tim Ellis
Click thumbnail then bottom right corner of image, to enlarge to correct size. (1000x1040)

Image


New update.


I'm rendering a version which doesn't have the small gravel piles in, as I'm not 100% sure about them yet.

I've decided to finish the enviroment before doing more work on the car.

Hopefully no texture repetition (this time ;) ).

Scene info:-

41 different texture maps, most from the 3D Total texture collection, the rest hand made weight maps.
Floor & pillar materials are made up of four colour maps each with their own 'weight' maps for distribution variation, & a matching bump map in each case.
632000 faces approx.
Rendered at 2000x2000 for 4hrs to sample level 11, resized to 1000x1000.
Small amount of contrast & clouds added with photoshop.


Comments, critisims welcomed.

Thanks,

Tim.

Posted: Tue Feb 14, 2006 3:20 am
by Tim Ellis
Click thumbnail to view, then click bottom right of image to resize.

New render without gravel piles:-
Image

Flash light render:-
Image

Black and white version:-
Image


Is it better with or without the gravel piles?

Is there anything else that can be done to make this image better?

Any help is always greatly appreciated.

Many thanks,

Tim.

Posted: Tue Feb 14, 2006 3:41 am
by michaelplogue
These are all very cool! I especially like the addition of the ivy - nice touch.

I prefer the ones without the mounds.

To improve: I'd get a higher resolution map for the ground - it's starting to get that 'blurry pixilation' thing as it gets closer to the camera. I'd definaely add some weeds along the bases of the pilars - anything that exposed to nature would have at least something take root somewhere. And if your software supports it, I'd also use some displacement on the pillars to break up the straight lines of the corners. The duplicate mapping on the pilars are not really noticible unless your looking for it (but us CG geeks can't help looking! :oops: ).

Really nice modelling and composition. Great attention to detail on the little stuff like the small planks on the ground - the collapsed beam is a really nice touch. The greyscale image is terrific, though I'd probably bring out the mid-tones more (personal preference).

All in all, I think you are on the way to a very realistic scene. Keep it up!

Posted: Thu Feb 16, 2006 5:06 am
by Tim Ellis
Thanks for the suggestions Michael.

Quick update to show displacement on pillars.

Image

Texture repetition that is present in this render has been removed and I'm currently rendering a corrected version, which I'll post tonight.

There are weeds present, but I need to rework the mesh objects as they are very difficult to see. :( The ground map pixelation is a scale issue inside Maxwell. I'd not realised that each pillar is only 0.375m when in Studio, so to counteract that I've change the Maxwell scale to 10.

The floor map is 1300x1200 and tiled to about 15 in x & y axis, so I think it's down to the scene scale.

Thanks,

Tim.

Posted: Thu Feb 16, 2006 8:24 pm
by macray
Hey that looks great. Except the texture of the pillar in the front.

But what interests me: how did you do the green things that grow on the central pillar? can you share a bit of it to use in cinema4D?