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| Work In Progress: Rendering and animation Show off your projects you are working on |
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Another Skyline GT R
Nice I really like skylines, one thing I noticed about this model is that it is really bumpy in some places, take a look at Skyline13.jpg and try and fix out the bumpiness. This causes bad reflections.
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Another Skyline GT R
Your renders look really toyish, try working on your materials abit more, use clay renders to show of your car if your not comfortable with materials so far, um and ye its a bit inacurate and bumpy, thats where the clay render will help us help you. Also wireframes can help us iddentify some weird areas soo we can help you out with polygon placement and such. Good luck on improving this skyline.
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Another Skyline GT R
Ok, thanx 4 the help guys, I'll get on it asap. By the way, this might seem like a stupid question 2 u guys, but how exactly does one render the wire model, and that clay render you're talking about, how do I do that? Like I said, I'm an extreme newbie.
![]() Of all the things I've lost, I miss my mind the most. |
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Another Skyline GT R
Quote:
For example this --> http://sabaman.alfacom.org/wips/kt-front.jpg I hope sabaman doesn't mind me posting his pic here. ![]() Oliver |
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Wire Renders
Sorry it took so long for updates guys, been very busy.
Anyways, here are some clay and wireframe renders. I realized what the problem was, I think. My wires are too close to each other in some places. C & C please ![]() Of all the things I've lost, I miss my mind the most. |
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Silver paint
Here's the silver paint settings.
Before I go on, I use VRay, so I don't know if It'll work with the normal renderer. Anyways. Start with a Shellac material. In the base material slot set the diffuse to RGB 131, 153, 173 Shading is Phong. Put a falloff map in the reflection slot. Keep the top black and bottom white. Falloff type=fresnel. Ok, In the shellac material slot, set the RGB of the diffuse to 151, 175, 192. Now put a Falloff map in the same diffuse slot. Top color white, bottom black. Set type to perpendicular. Go to parent and in the reflect slot put another falloff map. Top=black, bottom=white. Set type to fresnel. Now, in the specular highlight, put a speckle map in the specular slot. Source=Object XYZ. Leave the offset and angle slots at 0 and make all three the tiling slots 2. Blur=1 Blur offset=0. Set the top color to black and the bottom white. Make the size 2. Now go back to the very top parent of the material and set the shellac color blend to 50. And that's it. There might be an easier way of getting that color, but I don't know it. Hope this helps. I'll post my paint materials up here sometime. If anyone's interested. ![]() Of all the things I've lost, I miss my mind the most. |
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