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The Porsche 911 996 GT3 Project Part 1
Hello!!
I must say this forum i awsome! Kick as! I started this project with one thing in mind and that was to create a accuret model of one of the most beautiful cars. Clean lines/curves. First I just whanted to model the exterior and make some tinted windows but now I have changet my mind but I will make the exteriro 100% done and then pause the projekt for a while. For now I have just made som raw models of the main interior for the render purpose. The modelling part is done for the exterior and I have started the texturing part (the part of the process that I have least experiens of ops: ). I give Majestice credits for the paint and even for his Hdri map (not all hdri maps used is from him)I show of my project for you peoples to give me some tip and exchange experience. The part I most whant comments around is the render and texture part but even the model itself. Accuret ect. I'll start to show some test renders with paint and textures and the I'll upade my "clay renders" ( haven't any with the last version of the model) Will come soon. Here we go :mrgreen: Rendered with Vray: Studio shoot, To white planes with Vraylightmap for light and reflections purpose ![]() HDRI light and reflection enviroment (the hdri is the only light sorce) ![]() PS. Excuse my bad English ![]() W.I.P // Porsche http://www.smcars.net/forums/index.php?topic=18809.0 |
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Re: The Porsche 911 996 GT3 Project Part 1
Great to hear your respons. Although I know the renders isn't that easy to crit in the aspect of the model so I have Render 13 new pic for you
![]() Some referense for ya. http://photobucket.com/albums/v65/Callan2k/Porsche/Ref/ ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Hope these pic's help ![]() W.I.P // Porsche http://www.smcars.net/forums/index.php?topic=18809.0 |
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Re: The Porsche 911 996 GT3 Project Part 1
I'll do some wireframe renders for ya, and even some studio shoots.
I wish I hade a nice sphere to make some hdri's. Then I could make some nice composite. Any idea where to get one? I thought of some kind of bearings but don't know what where to look, a big one would likely sit on a aircraft or somthing lake that. Sound expensive! I post the renders as soon I have time to render. Rendering more studio shoots at the moment. ![]() W.I.P // Porsche http://www.smcars.net/forums/index.php?topic=18809.0 |
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Re: The Porsche 911 996 GT3 Project Part 1
@XSImatrix, Oki I'll check hdr shop's tutorials. I'm not sure what you mean with "ball bearings", do you mean one of the balls inside the bearing?
I worked on the studio shoot abit here some renders. ![]() ![]() ![]() ![]() ![]() ![]() And the requested wires (didn't manage to make a good render so I post some printscreens* :x) ![]() OMG now I see the backtire is huge/ fixed ![]() ![]() ![]() ![]() Do you like the firs studio render more then the last renders, in the lightning aspect? Need to work more on the angels as well. I know I told you I'll start with the interior whene the exterior is 100% done but I can't help it, I'm a modeller so what can I say* :mrgreen: Give you some updates on the interior wip tomorrow. Ps. I have updated the headlight, dunno if it's the gt3 but It's more ditailed. Haven't any good ref on it :'( ![]() W.I.P // Porsche http://www.smcars.net/forums/index.php?topic=18809.0 |
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Re: The Porsche 911 996 GT3 Project Part 1
8o 8o 8o 8o 8o
really nice ! can i ask a question ? how you place the planes for reflection in your studio renders ? i dont need to know about your lightning, or your materials.... just the planes, cos its looking damn good ? thanks in advance |
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Re: The Porsche 911 996 GT3 Project Part 1
@mvotre, I have a combination between light and reflection source. I use 2 boxes with Vray lightmap. They reflecting in the the paint and also a light source. In the first shoot I have two of them. I'll post a screenshot whene I get home. It's no point in telling you the multiplayer cuz It's two factors, size and multiplayer value that have a big inpact of the result.
What is good with the first studio shoot? The reflection, light direction, strenght or scene? The thing I don't like with the first one is the fact that It's to large contrast between dark and light areas. I whana see a even background colour, the ground is white and so should even the background. Thats way I created a new scene. Need to hear your opinion! The goal is REALISM! ![]() W.I.P // Porsche http://www.smcars.net/forums/index.php?topic=18809.0 |
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Re: The Porsche 911 996 GT3 Project Part 1
Congrats man !! Superb modeling. I hope I can create the same one day.
I'm taking my first steps into Maya and 3D modeling in general and I was wondering if you can give me some pointers on the steps to follow to create a car like this or a link to a good tutorial site. I bought the DT Car modeling tutorial and slowly but steady learning poly, sub-D and nurbs modeling. The tutorial isn't bad but as your car is flawless I would appreciate it if you could give me some additional tips. Thanks in advance, Myst_88 |
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Re: The Porsche 911 996 GT3 Project Part 1
@Myst_88, Thanks alot man!! First of all I just whana say I'm self-taught and no professional in any way. I study at "high school" dunno what to call the school in english, I'm 18 will be 19 in January. I have doing the art of 3d for about 5 years and the main intresset is cars, in 3d and even in general. Therefor I see it as a passion and a big intresst/hobby
The road to walk are long, are you up for the challange? And I mean LONG! There is no quick ways! I can give you some generel tip how to proceed in the process of creating cars (I don't say my way is the best or the only way to do it). This is the way I do it. First of all you need good reference materials such as photos in a vary angels and perspectives of the subject. If you can't find satisfactory pic's forget it, the time to guess is just not worth it! Even good blueprints (can be found here), not as necessary with good blueprints cos I use them more or less to get right proposions although highquality blueprints helps alot. If you can aford it buy a 1:18 (1:12 even better) scalemodel of the real thing. Then you get a 3d reference =) So step one is do a research on google, is there a good amoute of pic's out there? A good thing is to have patience, patience and patience. I try to get perfection all the time. Thats way I believe I get the result above. This isn't possible without good references. Look around you, how does things actuley look? Shapes, locations, lines ect. Recently I foundout something about myself, most the time whene I have cars around me I studing details, details a "normal" persone never thinking of, or care about. Odd? Step 2, setup the blueprints in your software (I use max 7) The car is made by hundreds even thousends of parts so take it in steps, one at the time. I do the fenders as one object and so on. I don't make the body as one object as I have seen before. When I start model things I in general start in "2d" and make the shape right and then start to push the vertexs in the last axle. I have found it easier to do so cos whene I model a round shap for example I don't need to think about the depth of the vertex. Step 3, get your car textured Step 4, do a light setup (its crazy how much influence the light have on the result of the render) I don't have much experions on the light and material part so it's trial and error =) * There is no secerits, learn your tools (I usually Polymodeling) and start modell, the result will come with the time. You need to practise and you will get a flow in your work with the time. Be patient you will develope the skills. I have done mabey 10 cars, not finnish them all but that dosen't matter cos I did learn something new every time. Something I also do is readning other peoples problems and solutions. How did they do it? Sometimes you find other with the same problem and even comments how to solve it. Do a search on the forum! This is a forum about cars, what are you whaiting for? I know this wasen't what you hade hoping for but thats the way it is. I'm sure you will get there if you really whant to! @mvotre, Here is a prscreen of the light/plane setup. First studio shot ![]() The last ones ![]() Ps. I haven't read "DT Car modeling tutorial" ![]() W.I.P // Porsche http://www.smcars.net/forums/index.php?topic=18809.0 |
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Re: The Porsche 911 996 GT3 Project Part 1
18y and doing modeling for 5 years already?! Damned ! Wel, I'm 28 and started 2 months ago. The road maybe long but it's defenetly worth the challenge !
If you're such a perfectionist then don't bother of buying the DT (Digital Tutors) Car Modeling Cdroms. The included blueprints didn't have the correct proportions and the way of modeling isn't really intelligent nor accurate. So for a newbie like me it was frustrating and helpfull at the same time. My dad is quite the car scalemodel freak (his basement is completely filled with scalemodels), so I don't expect to have problems in that area ![]() Thanks a again for the reply and keep on posting your excellent work !! |