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01-19-2009
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Extra Cupholder
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Model looks smooth as always Tom. But, really concentrate on the treads and sidewalls when u get to those and make them look nice. I see a lot of people who just use texture maps for those, and they really should be modeled them like everything else. (it can really pull you away from the car). Those can take a lot of effort, and keep working on minute details.
Shaders: Look nice, but maybe work on your enviornment a bit more. Create a Studio HDRI image or something if you can. But, you need a more dense shadow (hard to see).
Keep it up man!
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Last edited by helicase; 01-19-2009 at 09:59 AM.
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01-21-2009
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Very nice update Tom. I particularly like the shader you are using for you rim.
Thank you also for sharing that info on Yafray.
Being on a mac looks like I have to load a new version of python script to use it. Something im not that comfortable with so I will have to wait a bit to try it out.
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01-21-2009
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Racy Shoulderpads
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Originally Posted by helicase
Model looks smooth as always Tom. But, really concentrate on the treads and sidewalls when u get to those and make them look nice.
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hehe did you ever see blenderart magazine #8 - where Tom goes over how to model tires
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01-21-2009
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Thanks for replies !
helicase, thanks for your pics. You're right everywhere, I even already have that edge on my todo list. I didn't model the turn signal so far because I wasn't sure of its shape, but I now have figurated it out : Coupe and Roadster have different ones, so mine will be a square in the bumper, while Coupe's one is a triangle in fender.
About scene, the explanation stills in the fact I moved to a new renderer for this project. So I try to work step by step : clay render, then sun lighting, then sunset lighting, then some shaders, then some interesting scene. No decision have been made so far about the final renders, but I will try both studio and outdoor scenes.
About tire sidewall and thread, don't worry  I'm used to model the threads, and I will give the sidewall a try for the first time ever. Always used bump maps so far, but none is available for the PZero (I mean, a really good one) so I will model it as I'm better with Blender than a 2D package
chris20, thanks. About OS X, I don't have a working Mac as of now (my iBook G4 died 2 years ago) so I can't test it by myself. My best suggest would be to ask help at BlenderArtists, the "official" Blender forum. Or maybe try the Blender section here, maybe we have another apple'd blenderhead
Unicorn, thanks for noticing  And yes you're right, I will model the tires.
Here's a incredible update : just a new shader for rims XD
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01-21-2009
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it looks good! I like it, tho your car paint is a bit pale, it could be the reflections but it needs on the reflective area's some more color!
Now keep on modelling
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01-24-2009
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I think the blinker is country-dependent. As for the normal Murciélago, the American edition, and the 40th anniversary edition had the blinker in the bumper, where as the European version has the blinker in the fender as it should be. American rules are very strict..
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01-25-2009
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Thanks for replies !
Erik_S, I think you're right about paint : I will try to improve it.
NightEye, as it looks like you approve the in-fender blinkers, I will go for that version. More interesting
I almost remodeled the whole rear rim, still some things to fix. Front rim will be enhanced too.
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01-25-2009
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Definately! Bumper blinkers don't fit this car.
Anyway, I like the new renders 
But ofcourse the usual paint drawings provided
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01-25-2009
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Qualified game artist
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I would go for the indicators in the front guards, it's how Lamborhini intended to be like. The changes that are done to Lambo's by the Americans are just wrong, look at the American Countach.
The modeling looks quite nice, so do the shaders. The reflected grey in the paint does kinda put it off a bit.
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01-26-2009
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Thanks for replies !
NightEye, thanks for your critic once again. I agree with all your points, I'm impressed by your eye sharpness.
scooter79rs, thanks. The grey reflections is an artefact during rendering, there's nothing grey in the scene to be reflected like that. I must improve my knowledge about the Yaf(a)Ray renderer, obviously
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01-26-2009
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Aluminium Dashtrim
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the grey in the paint isnt the material as such. It is the partial reflection of the sky... Indigo does a similar thing, and the sky does influence the material you use. One way to gegt around this is to.. for the time being, use a less reflective paint...
or, if you can. i cant get Yaf(a)ray to work with my blender, is to change the options so that it either doesnt generate sky, or uses a less definitive one...
hope that helps you at all...
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01-28-2009
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Thanks for the advice. I'll give it a try.
As I already said, I'm total noob with Yaf(a)Ray (the Lambo is my first project ever with this renderer) So I'm really glad you posted !
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05-26-2009
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Back to work after a huge break. Started the headlights, housing is almost finished, some interpenetration issues with the glass cover.
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05-27-2009
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Otaku.
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Details are looking really nice! Wires?
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05-27-2009
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man i thought you gave up on this car good to see some updates on this baby
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02-07-2010
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This project is still not dead, I'm trying to gather some serious motivation.
Fixed interpenetration issues on headlight cover, added Lambo logo and turn signals (europe style, not US) Also remodelled the front grilles because previous sucked.
Render quality is still terrible at the moment, because for some reason when playing with Blender 2.50alpha1 I just lost the whole Yafaray settings... Just need some time to catch up after months of inactivity in CG
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02-07-2010
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Carbon Fibre Cupholder
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ahh your back on this project :O Awesome !!
good, good...
Keep it up
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02-07-2010
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Otaku.
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Nice to see this back! Hope it gets finished now!
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02-08-2010
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Lamborghini President
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Yey! Tom is still modelling!
And just like et_fone_home said: 'Hope it gets finished now!'
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02-08-2010
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Racy Shoulderpads
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+1 to what everyone else said. It looks clean though, man.
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