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| Work In Progress: Rendering and animation Show off your projects you are working on |
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Simca 1200s Bertone Coupe
hock: Wow, all I have to say is that looks fuggin amazing! I recommend applying your talents to other cars as well ![]() ![]() ![]() Behold the X-treme Spork! I bet a guy in a bar 50 bucks that I was more dysfunctional than him. . . and he raped me -- Christopher Titus |
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Simca 1200s Bertone Coupe
thx for the comments.
I already started another car project, where i can use the things i learned with the Simca. will be another vintage car, which isnt covered yet as 3d model. I was surprised to find 1st class sport cars which arnt modelled to death yet. It will be a BMW507 (the car the Z8 is based on) here is a 1 day wip: ![]() Lem |
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Simca 1200s Bertone Coupe
SUPERB WORK !!!!!!!!!!!!
hock: hock: hock: |
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Simca 1200s Bertone Coupe
again thx for the comments
![]() here is a link to a max3 szene http://www.lemsko.de/3d/hdri_setup.ZIP plugins: splutterfish hdri loader, vray free If you dont use 3d studio max well then i need to write something about setting up a szene the next days. Lem |
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Simca 1200s Bertone Coupe
Wow, I must say and excellent piece of work. The car looks great and the modeling is excellent not to mention the rendering hehe. Though I'm not familiar with the car I'm still mesmerized. Even though youve said its a render, usually when someone says that I can pick out why I know its a render, its really hard to do it with your work
Thanks for showing ![]() |
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Simca 1200s Bertone Coupe
Quote:
![]() your render setup is really sweet, those material settings are definitely top notch as well ![]() |
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Simca 1200s Bertone Coupe
http://www.3drender.com/light/3point.html
gives you basics about keylights and fill lights http://www.newtek.com/products/light...ng/index2.html for outdoor scenes i fake GI using a lightdome like described here http://pro.wanadoo.fr/benjamin.chape/tuts1.htm I use a greyish color for the light with a slight blue tone. For sunlight i use a warm yelloish light. lightdome should be made of instances of each light so changes effect all lightdome lights if your 3d application allows this. Since my glas materials are usually standard materials and not raytrace i turn off shadow casting in the object properties for all glass. lightdome shouldnt produce specular highlights so turn off that option. ambient lightning is right when object looks like it would be standing in a cloudy enviroment with no direct sunlight at all. after that add the sunlight with stronger contrast and yellow tone. give the light quality shadow map or raytrace shadow values. The rest lies all in the materials and their reflections ( go through the free hdri texture resources. If your proggie cant handle hdri images then convert them to "normal" bitmaps and use that instead. If your application does not know falloff maps you still could control reflection with radial gradients. Add some very low valued proceedural noise map to your bum channels to simulate some imperfections in the surface (no reflection is perfect) Lem |
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