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| Work In Progress: Rendering and animation Show off your projects you are working on |
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Cord prototypes 1935
Very interesting!! Nice idea on those pop-up headlights! I was looking and at first I was like he forgot to render those in on that image! Then closer looks I seen that they where pop-ups!!! Never would of expected that! Lovely car!
![]() Try to learn something new each day! |
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Cord prototypes 1935
It's cool how it's all historical and stuff, and it's a great looking car. I like how you render, it's nice and simple, no crazy hdri and reflections and enviroments, it shows you know the model speaks for itself.
![]() Milkshape 3D, you my only friend. <br /> <br />Current project: A piece of junk. You don't even want the link. |
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Cord prototypes 1935
A sort of unexpected thing happened
. Although, personally, I like the maroon paint, it turned out to be incorrect. I got some credible information and photos of the car. The paint used was "burnt sienna", moreover, the grill louvers and the wheels were copper-plated. So I had to rerender it to keep up with the facts. Here are a couple examples. |
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Cord prototypes 1935
As i said before these are lovely simple renders and the model is so crisp and clean. Reckoning this is a rendering forum still wouldn´t you mind posting a wire?
Not wanting to be a nitpicker but the whitewalls should be on the outer side of the tires only. Maybe if you render with GI their inner side won´t show as much. |
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Cord prototypes 1935
Dan, thank you for your comments. I might rerender the phaetons at some point, I also noticed a mistake in the scene (the area lights were off).
I doubt that I've exceeded the limits of POV-Ray, It's a whole world of it's own. I use it to model some work-related things too. They even get published in scientific journals .The main "problem" is that POV-Ray is a raytracing program, which means that it's actually modelling the real world phenomena instead of simulating the reality like most rendering software. In POV-Ray one can build extremly complex lighting conditions at the expence of rendering time, of cource. For example, in the case Cord prototypes I used 128 light sources altogether, and it took about an hour to render a 1200x900 image, without radiocity and photons, which would go to infinity. However, the most attractive feature is that a POV-Ray scene is a script, not a model, so I can define some parameters and let the program calculate in a batch a set of different images (for example overnight) using the same scene. Besides, certain things can be programmed using POV-Ray language and it's native objects. For example the spiral cover of the exhaust pipes if modelled by conventional methods would create a huge object, in POV-Ray it's a few lines of text. The same with the wheels I have only a sector of wheel, that is thransferred to POV-Ray, than it's rotated there to form the wheel. Then the ready wheel is copied to exact locations. This makes it easy to turn the wheels. The same with the lamps, if I want to open or close them I just put a variable to "1" or "0". Besides, In general I'm using only half of the model, as the other side is created just by "scale <1, 1, -1>" command. I'll change the whitewall on the inside as well, it's just use a different texture name for that object. Of course one may say that it's the resulting image that matters, so why use that... when..., however, I like the process of image generation with a script, when nothing is ready, everything has to be defined by myself. That's my kinda game. As for wireframe, here it comes (that's how it looks in Rhino). |
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