View Full Version : car headlight
jamesvalue 07-11-2005, 07:03 PM PLS Someone maybe knows a good tutorial on how to model a "car headlight"
;)
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Daniel
07-12-2005, 08:22 AM
Hmmm there's no secret or need for a tut IMHO.
Important things for a Headlight are: the inner body (reflection part and the light bulb) and the light cover. Now a very big question is WHAT kind of headlight you wannt to model, a old with a scatter cover or one of the new with a clear cover. The old one's are easy, you just need a good bump map and a nice reflection map (yeah and a simple model). The new ones need more attention, because you can see much more details, study you subject well and you will master it.
I'm sure you can find a lot of headlights how2 if you search here on cgtalk, you won't need a special how to... for modo.
The same for the taillight, there it's very important to have a nice inner body, to catch the reflection. There are also new taillights (lexus lights eg.) they are like the new clear-headlights you find on evry new car.
regards
Hi,
It's for maya but it should help.
http://www.alias.com/glb/eng/community/tutorial_details.jsp?itemId=2800118
jamesvalue
07-12-2005, 10:21 AM
Thanks guys you're great!
:)
jamesvalue
07-12-2005, 03:05 PM
BTW Does anybody knows how to use reflections within Modo?
Because the "reflection" in shading viewports can be easely activated, but its not inside the material editor , so I don't know how to add "reflection" to materials!
Bye Luka
Aegis Prime
07-13-2005, 12:45 AM
modo's texturing/shading options are pretty rudimentary at the moment - right now you can allocate:
Material/Surface names
Base colours*
Luminosity*
Diffuse*
Specular*
Glossiness*
Transparency
Smoothing + Smoothing Angle
Double Sided (Yes/No)
*You can apply image maps to these channels instead of just plugging in values.
If you need something a little more sophisticated than that (and I'd be surprised if you didn't) then you'll have to take your objects into another package such as LightWave, Maya, XSI, Max, C4D...
...for now :D
Daniel
07-13-2005, 06:11 AM
you can change the reflection map which is used for the realtime preview, to check if your object looks nice.
Easy change or replace the reflction maps which are stored in your "your-hd:Luxology\modo\resrc\reflect_**.tga" If seen some presets on the modo forum at luxology.com , maybe search there.
regards.
::keith::
07-14-2005, 10:02 AM
Here's a light I made for a subaru impreza model a while back. The light consists of...
outside layer of glass
inside layer of glass (scaled down outer layer with polys flipped)
reflector surface
I also modelled some simple light bulbs and applied a bump map to the outer layer of glass.
Hope this helps,
Keith
http://www.aardvark3ddesign.co.uk/images/subaru/subaru002.jpg
http://www.aardvark3ddesign.co.uk/images/subaru/subaru001.jpg
bump map (reduced res)
http://www.aardvark3ddesign.co.uk/images/subaru/light_bump.jpg
jamesvalue
07-14-2005, 01:53 PM
Thanks guys you're great!
:)
jamesvalue
07-14-2005, 02:03 PM
you can change the reflection map which is used for the realtime preview, to check if your object looks nice.
Easy change or replace the reflction maps which are stored in your "your-hd:Luxology\modo\resrc\reflect_**.tga" If seen some presets on the modo forum at luxology.com , maybe search there.
regards.
Ok maybe I'm too "Lightwave dependent! , but where do I apply my reflection map since "reflection" is not treated as a standard channel inside the material editor?
(I'm too lazy to render inside "other apps")
Bye
jamesvalue
07-14-2005, 02:09 PM
Here's a light I made for a subaru impreza model a while back. The light consists of...
outside layer of glass
inside layer of glass (scaled down outer layer with polys flipped)
reflector surface
I also modelled some simple light bulbs and applied a bump map to the outer layer of glass.
Hope this helps,
Keith
http://www.aardvark3ddesign.co.uk/images/subaru/subaru002.jpg
http://www.aardvark3ddesign.co.uk/images/subaru/subaru001.jpg
bump map (reduced res)
http://www.aardvark3ddesign.co.uk/images/subaru/light_bump.jpg
Great works!
The secret seem to be reflection inside and bump+glass outside?
Anywway i'll try myself!
:)
jamesvalue
07-14-2005, 02:12 PM
modo's texturing/shading options are pretty rudimentary at the moment - right now you can allocate:
Material/Surface names
Base colours*
Luminosity*
Diffuse*
Specular*
Glossiness*
Transparency
Smoothing + Smoothing Angle
Double Sided (Yes/No)
*You can apply image maps to these channels instead of just plugging in values.
If you need something a little more sophisticated than that (and I'd be surprised if you didn't) then you'll have to take your objects into another package such as LightWave, Maya, XSI, Max, C4D...
...for now :D
Reflection is not there?
So how can I use it?
:)
::keith::
07-14-2005, 05:40 PM
You would not see the reflections in modo anyway. The open gl reflection shading style in modo is not the same as a ray traced reflection from a rendering application. Use Lightwave's surface editor to add maps to the reflection and other channels. It is rare that you would use modo's material editor for anything other than basic initial texturing and applying maps to the colour channel.
jamesvalue
07-14-2005, 05:57 PM
You would not see the reflections in modo anyway. The open gl reflection shading style in modo is not the same as a ray traced reflection from a rendering application. Use Lightwave's surface editor to add maps to the reflection and other channels. It is rare that you would use modo's material editor for anything other than basic initial texturing and applying maps to the colour channel.
So PLS do you know how to use this reflection?
And if it is possible!
:)
Aegis Prime
07-14-2005, 11:05 PM
So PLS do you know how to use this reflection?
The reflection shading mode in modo is just another type of preview such as gooch, shaded, wireframe etc. - it displays your entire model reflecting a default image map and is primarily of use for examining the topology of your geometry - it doesn't actually make your surfaces reflective - you have to do that in another package outside of modo.
Here you go - from the modo glossary:
Reflection Pixel Shading
The Reflection Shader displays your geometry as if it were fully reflective. This shader uses a cubic reflection map, and mixes in some of the original material properties with a small amount of shading to properly show object contours. This mode is very useful when performing visual review of your model surface as it assists in finding any irregularities.
jamesvalue
07-15-2005, 01:56 PM
The reflection shading mode in modo is just another type of preview such as gooch, shaded, wireframe etc. - it displays your entire model reflecting a default image map and is primarily of use for examining the topology of your geometry - it doesn't actually make your surfaces reflective - you have to do that in another package outside of modo.
Here you go - from the modo glossary:
Ok this is clear , many thanks , but how can I use this shader?
(I already tryed to simply load some "reflection**.tga images" from Luxology folder , but this is not enought)
:)
Daniel
07-19-2005, 08:16 AM
it looks like your're on the wrong path.
We tlak about the preview (open gl realtime shader) shader. There is a button on top of you viewport called "wireframe" or "shaded" or maybe "texture". Just click on it...
Okay now to the part of changing the reflection maps. You need to replace the reflection maps whcih are stored in you modo folder with "new" ones, or just change the one whcih are already stored. it's better to close modo when doing this. BUT make a BACKUP first!!! Those realtime reflection will never but that nice like some you would get if you render your object with another program, like the free "yafray" or any comercial prog like lightwave, maya, max etc.
I hope you understand what I'm trying to tell you...
regards
jamesvalue
07-19-2005, 09:54 AM
Many thanks :)
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