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alex
02-06-2002, 01:30 AM
this is a diablo i modeled in 3D studio max. any comments?

http://the3d.ws/artists/shaf140/diablo.jpg

Raul-Reznek
02-06-2002, 02:16 AM
I don't think it's a good idea to make a low poly car.I hate cars as they are and low polys ain't too good either.
Anyways letss hope he see some way out chars.

alex
02-06-2002, 02:50 AM
well thats sort of sad, because it wasnt intended to be a low poly car.

ToddD
02-06-2002, 07:41 AM
Ok Alex, since the last poster didn't like cars, and didn't offer any kind of valid advice, I will. The tires and wheels need a little work, they stick out a little too much, pebbles would be flying up all over. I think the reason the car looks "low poly" is because it remains pretty straight from front to back, look for some reference, a little curvature would help the shape and the reflections. Well modeled, just needs a little more work. Adjust your materials a little too.......and keep us posted! =)

FrageNSTEIN
02-06-2002, 03:31 PM
I know the Diablo IS boxy, but I personally think that it is very clearly high poly. And I love cars, so keep em coming.

D

EighthDecay
02-06-2002, 11:42 PM
Looks like your on the right track,,, one thing that might help out alot is the windows,,, offset them back a little and ad some trim,,, I think the way they are now,, makes it seem boxy,, I see alot of good surface in it sofar,, there seems too be some strange bending in the rear fender area,,, and other than the wheel,, just puch them in a little,, if it drove over a bum it would surly rub on the body frame,, just some things too keep in mind. The mirrors look really well done and from what I can see the engine cover looks nice too.

alex
02-07-2002, 12:33 AM
ok, i fixed the car a little so its not as boxy

Matt_Forcum
02-07-2002, 05:45 AM
although it is a bit more....angular.....than it probibly should be, Diablos are full of these fantastic angles, just because its doesnt look like a bubble, doesnt mean its low poly.

Ls3D
02-07-2002, 06:05 AM
3D Bruthha,..

May I humbly suggest that perhaps more attenuation in your lighting setup and/or more detail in your reflection map (or scene to raytrace) would allow the shader to show more of the contours in your model. A sky reflection map on the glass could also reduce the flatness of your rendering.

FYI - Congrates on your braveness in posting!

-Shea
Ls3D

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