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SimonGibson
04-13-2003, 12:33 AM
Ok have alot of work and alot of tweaking i feel that this is near enough done. I have modeled the complete interior aswell. But I will be showing pics of that when i have applyed some procedural textures in to it. Next for me is a GOOD enviroment for it to be in.
It was modeled in 3d studio max 5.1
(This is my First High poly car model and my first use of Sub division modeling)
http://images.deviantart.com/large/designs/d3d/Toyota_Update.jpg



I will make more renders of other views 2moro.
(please crit if need be, ty)


Simon

Dangeruss
04-13-2003, 05:19 AM
It's a shame there's no more comments as your work is quite good. This is a tough subject with its compound curves. There a re a few harsh edges remaining and the paint surface isn't what most people expect from a finished work. All of that can be tweaked into perfection though. for your first hi-poly effort, it's a job you should be quite proud of. Congratulations.

Some areas you might choose to work on would be:

More realistic headlight mapping or modeling. The zig-zag patterned doesn't really look convincing.

Improving the paint finish try using a different color to pull it out of the background. If you want a silver paint finish, try using a falloff map in the diffuse slot and using a light grey and a near black.

Your glass seems to disappear without any reflection or specular.

Though they can be tricky to get right, using HDRI illumination and reflection maps can really work wonders for glossy surfaces. 3D world magazine had a nice articale about using HDRI maps . lights within 3DS Max.

Good luck with this, and future projects.

wayfaerer
04-13-2003, 09:06 PM
great work, especially for the first steps with sub division surfaces! Perhaps you could take another look at the spots around the headlights.

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