View Full Version : Object: 2003 Dodge Viper Competition Coupe
p3tec 04-22-2003, 05:54 PM Hi, this is my first post, so hope all looks ok:
I started modelling this yesterday (though to be fair I did spend a lot of hours on it) and got to this stage. This is about my 4th attempt at a car (none of them finished :) )
Comments and crit welcome - I've got the back and roof of the car to finish as well as iron out all the uneven surfaces (in hindsight I should have spent more time working on good splines)
All done in Lightwave 7.5
http://www.petercracknell.com/temp/plain1.jpg
Attempt at using HDRI
http://www.petercracknell.com/temp/hdri1.jpg
What it should like at once finished
http://www.petercracknell.com/temp/original.jpg
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digitalp1mp
04-22-2003, 06:39 PM
this model is ugly D: but i guess its a start...the hood doenst look right, the air dam is to small...to round, the front grill shell is way off...and the headlights look like they came off of a mercades slk
Chris^
p3tec
04-22-2003, 06:44 PM
Maybe not the nicest model, but I'm a fan Competition cars and I found some good image resources on it (and obviously a fan of Dodge Vipers).
Looking at the model against the background, the air dam is too small - there should also be a wide short air dam above it as well. I'm reworking the front grill shell at the moment.
The lights need a bit of a reshape. Cheers for comments
p3tec
04-23-2003, 12:19 AM
Quick Update:
http://www.petercracknell.com/temp/thirdRender.jpg
The lights look more like Viper lights IMHO, few lumps ironed out, front grill shelf re-done and the roof beginnings
p3tec
04-23-2003, 09:35 PM
Another update. Lots of things fixed, back-end is nearly finished now. Any feedback on the shape/modelling? I'm thinking of freezing the shape and starting to texture it. Anybody know of any good metal (preferably car) tutorials
http://www.petercracknell.com/temp/plain3.jpg
p3tec
04-24-2003, 04:32 PM
Nearly finished now:
http://www.petercracknell.com/temp/dodge1.jpg
Any feedback?
jayjun
04-24-2003, 04:38 PM
Nice model and accurate textures :)
I don't think you need one of those "speckled metal" shaders. Try doing a render with increase specularity/glossiness and HDRI. Can't wait, think it'll look great.
p3tec
04-24-2003, 08:35 PM
Thanks, the textures were traced in Illustrator - the only problem being that I didn't have a top down view of the car so the bonnet and roof had to be approximated. I'm experimenting with HDRI now - I've never had that much success with it, but I'll post the results if they look any good.
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