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jamesdean
04-20-2004, 10:01 PM
hi people! It's my first model completely in Nurbs, with Maya 5.
Rendered in Mental Ray.

What do you think of it?
Thanks alot.

http://www.revident.com/204.gallery/3dwork/porsche911_side.jpg

http://www.revident.com/204.gallery/3dwork/porsche911_back.jpg

If no picture is shown, just click here (http://www.revident.com/204.gallery/3dwork/porsche911_side.jpg) and here (http://www.revident.com/204.gallery/3dwork/porsche911_back.jpg)

Gaelic Stormer
04-20-2004, 10:38 PM
I'm new to 3D modelling and have only been using Max and Maya for a while but I have to say that is amazing. You can texture very well. Overall it is something to be proud of. Congratulations.

Syphon
04-20-2004, 10:38 PM
Looks nice...But aren't the 911 & Carerra different cars?

ReSeT
04-20-2004, 11:09 PM
Hi!

Your modelling is good, not perfect but good, but you should pay a little bit more attention to the cars back. The proportions seem just a tiny little bit off, but since I know that NURBS aren't easy to handle, you did a good job.

The backlights seem somewhat milky, try to adjust your bump map if you used one.

You could do some work on the materials of the car paint and the window glass, because the reflections seem strange. Maybe you can get rid of this problem by putting the car into an environment.

GreetZ

ReSeT

Noc
04-20-2004, 11:49 PM
I see this with almost every car model and I dont understand peoples thought process behind it. why make such shinny materials? add a little dirt and grim, if your going for photo realism, look around at the world and realize no car is that shiny.

no offense, but seriously some not so glossy materials would do alot.

jamesdean
04-21-2004, 05:57 AM
Thanks a lot for you comments.

jamesdean
04-21-2004, 06:12 AM
Noc: I see this with almost every car model and I dont understand peoples thought process behind it. why make such shinny materials? add a little dirt and grim, if your going for photo realism, look around at the world and realize no car is that shiny

I understand what you wanna say with it. But my objective was to get a car that is more cool painted that realistic looking. So my settings in the shader attributes are in this way. But you are right Noc, to cleany and shiny cars looking not very realistic.

karr1008
04-21-2004, 06:37 AM
hmmm...

It is the effort that counts.

I think is really good for your first time.
still... here is my two cents of advise: I would pay more attention to the actual details, the fine real lines of this particular "porsche", study it in every angle possible, profiles, 3 quarter views etc ...do some online research and then put the modeling ques to a test again. Then you enter the realm of texturing.
believe me, I tried on my nissan 350z and I am still not happy with it but, like they say: practice might make you a master. So , keep practicing.

Oh, here is my model which still is not perfect.
http://www.cgtalk.com/showthread.php?s=&threadid=139181

combatmantra
04-21-2004, 08:48 AM
hi there jamesdean:) , i,m going to comment a little things about the lightning setup and the materials, i think this could help you to improve your car wich is good for the first attempt.
ok the first thing and the more important thing in my opinion is that you use reference images and study the behaviour of the real world materials, in the real world there is all the information you need to know, even if you want to do something different from the real world you must know it first, try to discompose the different properties ( specular, diffuse ...) of the material you are studying.
Well now lets go a little more technical, could be a great help if you could show us the settings of your lighting setup, but well it seems to me that maybe you have de default/ambient light on if you have it switch off or reduce its intensity,in the most of the situations having this light on is not a good thing, cause it reduces the contrast, another thing look at the shadows you have 2 different shadows, could be of help to have only one, again look at the real world and study the behaviour of light, try to use if you can softer shadows and or global ilumination/radiosity, you can use an enviroment map to light your scene.
The main materials of your car are defined by reflexion, try to learn all you can about this cause in my opinion this must be a key to improve the car, you can use an hdri enviroment map cause its dinamic range is the more real world accurate, keep in mind that when you increase reflection you must decrease difussion, if not you will have unreal bright and flat materials, and if you have a good reflexion you will not need specularity.
Well all this is just my humble opinion, maybe could help you to find your way.
Cheers

Kompresser
04-21-2004, 09:00 AM
Just want to echo what ReSeT mentioned - i think its a good job for first model considering NURBS aren't the easiest route.
Now, check the area where the windshield meets the hood, i think the horizontal curve cut there is some what more than it supposed to be. check w/ the ref imgs.
GL.

jamesdean
04-21-2004, 11:43 AM
hi Kompresser, thanks for your post and your opinion. But I guess, I don't understand which curve do you mean. Is it maybe this one?

http://www.revident.com/204.gallery/3dwork/hood.jpg

Sqwall
04-21-2004, 11:59 AM
Well for a first NURBS it is quite nice. Keep working man. :p

TomerEp
04-21-2004, 03:49 PM
Looks nice but get a better renderer or light tracer for making it look ever better

goLoeder
04-21-2004, 07:34 PM
TomerEp is right, its a nice lookin car, but you still have to learn a lot about modeling, texturing and rendering. :-)

jamesdean
04-21-2004, 07:54 PM
hi Syphon

I checked my bluepints for you. So I guess 911 and carrera are the same cars. I can't say it excactly I don't have a porsche.
;)

http://www.revident.com/204.gallery/3dwork/blueprintcheck.jpg

jamesdean
04-21-2004, 10:19 PM
TomerEp is right, its a nice lookin car, but you still have to learn a lot about modeling, texturing and rendering. :-)

common, a little bit more constructively or detailed please.

TheShaddix
04-22-2004, 03:52 AM
Wait, mate, did u read my tutorial (http://alliedplayaz.com/alliedplayaz/gt3/initial.html) ? Or is it purely your own idea of modeling that car? If you are among thouse who followed the tutorial, i'll continue with my detailed critics...

jamesdean
04-22-2004, 07:14 AM
hi TheShaddix!

It was my own idea for this. This kind of blueprints you get everywhere in the web. My one is from http://smcars.nd4spdworld.com/forum/index.php

I don't know your side but I just checked your tutorial. There are some cool steps on it.

salman-fas
04-26-2004, 01:34 AM
hi
nice job buddy.i really like your car.probably in past 911 & carrera were same cars but now they r different.any ways nice model ,i tried to made this car with nurbs. i could never get the thing i wanted with birail tool,so i had to use boundary tool but it didn't gave neat look.what method did u use.keep up good work

jamesdean
04-27-2004, 10:53 PM
hi salman_fas!

Thanks for you comment.

>i could never get the thing i wanted with birail tool

I mostly used the birail tool. It's a nice tool to get quickly cool surfaces. If you want, I can get you some links of very good tutorials sites.

masterx3k
04-27-2004, 11:02 PM
It used to be 911 Carrera and 911 Turbo. Now it is just Carrera and 911 Turbo. Might be a nonturbo 911 as well can't remember.

Car looks good, might want to play with the reflection, it looks a little cartoony.

Rodi
04-28-2004, 02:42 AM
I think the model is great, it's just the lighting that's taking it down a step. The material and the raytrace looks too strong -im no expert in that field, but If i was working on that model I would literally do 20-30 different lighting riggs then post the best ones up here and see what people say.. :thumbsup:

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