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| Finished Work Show your finished models and final renders here |
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ah a very nice model of the 911 997 GT3
![]() some things on the rear end aren't very accurate, like you are missing the seam that runs between the rearlights and i believe it's because of that, that they (the rearlights) look too big. also i believe your wing is a bit too thin in some areas and maybe too high overall. but i'm not 100% sure. nice job! ![]() I'm a Prefectionist |
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It looks very good. Good job on that one.
![]() Current WIPs: Seat Ibiza (2009) - http://www.smcars.net/forums/work-pr...za-2009-a.html Mazda CX-7 - http://www.smcars.net/forums/work-pr...da-cx-7-a.html |
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well, since this is after all, the rendering board, I'll critique just the render... Also since I'm not very familiar with porsches, heh
Anyway, the lighting just doesn't look quite as realistic as it could. For starters, there's no apparent key light, other than to look at where the shadow is coming from. I say this because the key light should be the strongest light in the scene. Unless it's supposed to be in an office-style building with fluorescent lights plastered across the ceiling -- but the reflections don't agree with that. Also, the lights should be reflected much better in the car's sheen. They look to be only picking up specular highlights, rather than the light from actual spotlights or whatever they would be. (which specular is very commonly misused to do this) Also, there almost seems to be a high amount of ambient lighting set up, as there are barely any areas that seem all that close to being black -- that makes it feel washed out or overexposed Especially in the interior. So my suggestions? First off, build out your scene... literally. Where there's a light source, at the minimum, just put a white and fully self-illuminated sphere where that light is actually placed., and size it realistically for the size of that light. At most, you would have an actual model of a light there with just the right textures, so it actually looks like a studio-style light reflected in the paintjob. One thing that really makes vehicle renders look good is if the key light is directly above, using a very large light structure. Most folks simulate this by putting an oblong box that's about the same size as the car, or even just above the car, and then that box would have that glowing white material I mentioned before. Those will work to provide much nicer highlights and reflections in your car. Don't forget that reflections get clearer and brighter as the shiny surfaces approach a parallel viewing angle (Falloff). Not sure if you've got this shown on your car or not, with the lighting so ambient, it's hard to tell. My final advice is to take advantage of soft shadows. If you're using raytraced shadows, I'd suggest using area shadows, so that you can set the light size in your scene, and the shadows will be soft- or hard-edged when they need to be, if your shadow settings are correctly set. And these soft shadows will look much better once you get more contrast in the lighting visible in the scene. For instance on the dashboard render, it does indeed look like you've got at least some soft shadows happening there... Rendering a car realistically is a pain in the neck, but with the model that looks as nice as that one does, the person above my post said it quite well about the render not doing the model any justice ![]()
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I like the car and dash, jut not a fan of the wing, it seems like it was an after thought.
![]() 2ndGeneration Acura Info | 3rd Generation Acura Owner | Acura/Honda Enthusiast ![]() trying to find time to model again...
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