View Full Version : my diablo
this is a diablo i modeled in 3D studio max. any comments?
http://the3d.ws/artists/shaf140/diablo.jpg
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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.
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.
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.
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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