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Waters
05-04-2003, 08:31 PM
http://129.21.134.9/tt06.jpg

I'm doing another one of these, with a different environment, and I think I'll make the tt into the roadster instead of the coupe, also, I'm thinking about modifying the tt and making a tt2 concept car. Please give some feedback, do you like the render?

gmask
05-04-2003, 08:36 PM
Originally posted by Waters


Please give some feedback, do you like the render?

The model is nice but I don't like the render and the background is amatuer looking. The car itself looks like it is floating.

Waters
05-04-2003, 08:52 PM
It appears as if it is floating, because the car is actually partially illuminating the ground it is sitting on, something I have to resolve by playing around with these mental ray for maya settings, I think if I turn off all "irradiance" for the car materials then it should be fine. And.. the environment is amatuerish, compared to what? the tt model, or the stuff on your website?

nosepick
05-04-2003, 09:21 PM
Why do you post?

To receive only "great jobīs" ?? or you you canīt stand a good

advice?

If you want only want compliments then stop reading and jump

to the next post.

if you want an advice i think that if you replace the env and

adjust the floor it will look much better. Very nice modelling tough.

gmask
05-04-2003, 09:21 PM
Originally posted by Waters
It appears as if it is floating, because the car is actually partially illuminating the ground it is sitting on, something I have to resolve by playing around with these mental ray for maya settings, I think if I turn off all "irradiance" for the car materials then it should be fine. And.. the environment is amatuerish, compared to what? the tt model, or the stuff on your website?

What is the background supposed to be? Are those children's blocks in the background? Is the car supposed to look like a toy? What are the red stripes supposed to be? I suppose the issues you are having with irradiance could be the problem but specifically there is a gap between the shadow and your rear tire that reinforces the illusion of the car floating. Overall the shading is kind of dull and in comparison to the realism of the car the realism of the whole image is broken by the unrealistic background. Those are my opinions.. you don't have to like them.

I don't know what you are trying to do with the background.. perhaps if you explained that I could comment more specifically on what would help it or why it does not work for me. If your goal was to produce an image suitable for a commercial for such a car then I would say that this is amateurish as opposed to looking professional ..usually car commericals are really sleek, sophisticated and very polished but this background is not..I apologize if the use of the word amatuer is offensive to you.

Waters
05-04-2003, 09:53 PM
Yes of course it would be helpful to understand what I was trying to do with the background, I am sorry I was offended, but yes labeling something as amatuer does tend to offend.
There isnt a gap between the model of the floor and the car, its a problem related to final gathering, I'm on it though.
No, I dont post to get only compliments, but its not surprisingly very frustrating to keep trying with every fraction of free time I have outside of classes and work to improve in 3d art, and then to be so often cut down by artists on sites like this one. I am young, 20, and I guess I push myself to create at the level i see in these threads, and when I think I have taken a large step towards that goal, I hate to have someone tell me I haven't, by calling me an amtuer. I do appologize gmask, I know you were only giving helpful criticism.
The background was my attempt at giving the car an environment that reflects its art and style, in my view. Previously I had the car rendered in the standard environment, a floor and dome. It looked nice, but it wasnt what I wanted. I was tempted to just use an hdri map and call it done, but I didnt want to go that route. My first idea was to put the TT on the platform formerly the home of Michealangelo's david sculpture, and have the sculpture sitting to the side on a forklift, as if it had been hastily moved to make room for the audi tt. Something to exagerate the style of the tt. I figured that doing this idea would be more work than I would actually want to get into, especially if I wanted to model the sculpture... and so I did this environment as something like a modern piece of art. But, I guess it doesnt work, maybe I will try my idea with the david sculpture....?

gmask
05-04-2003, 10:15 PM
Thanks.. I wasn't calling you amateurish..that's just how I would describe the background as the model itself seems like a real pro job :thumbsup:


>>>It looked nice, but it wasnt what I wanted. I was tempted to just use an hdri map and call it done, but I didnt want to go that route.

Yes that has been well travelled and a cliche' but depending on who you are presenting the model to you may want to just show the model as sometimes the wrappings can be a distraction.


>>>I figured that doing this idea would be more work than I would actually want to get into, especially if I wanted to model the sculpture... and so I did this environment as something like a modern piece of art.

Yeah it's not working well that way and the is nor reference to scale so it does make the car seem out of place and IMO makes the car's scale diminuitive. Also the whole cubes thing is a cliche.. I have seen numerous similair renders of cubes here on this website and IMO better renderings than these cubes..in that their materials were beleivable and interesting. Anyway the cube thing could work if they did more to support the car itself and draw your attention to it rather than away from it. For example it mighrt be cool if the cubes were pedastals.. IE "putting the car on a pedastal like a work of art" The composition would be arranged so that the lines of the tall cubes all directed the viewers eye to the car. I'm just not getting a flow from this layout.

I think the idea of putting David int he picture may make your point of the is car is like a work of art even without the forklift. I don't know exactly how it would read with one in the picture..maybe if the caption was .. "Moveover David make room for Audi" or something like that. The texture sof those model should be of the same quality as the car and as beleiveable for it to really work.

Waters
05-04-2003, 10:23 PM
Thanks, I understand what you are saying now, and I feel better about it. I think I'll give michealegelo gallery idea a go. For now I will leave the david sculpture out, and see if I can creat a room/atmosphere that fits with the model that I have. Also, I'm going to try sticking this car into an environment I have done in the past, and see how that looks. I'll post both of these pictures in as completed form as I can do with my free time, and see what people have to say.

Thanks.

gmask
05-04-2003, 10:28 PM
>>>For now I will leave the david sculpture out, and see if I can creat a room/atmosphere that fits with the model that I have. Also, I'm going to try sticking this car into an environment I have done in the past, and see how that looks.


I think if you could make a gallery type room with track lighting that it make the point you are going for ..it just needs to be somewhat convincing.. which is the real trick of it. :beer:

Waters
05-04-2003, 11:56 PM
http://129.21.134.9/florence02.jpg

Well the "gallery" would look like this, the car would be inside the semi-circular room there where the David is. I suppose I would use a number of lights at near floor level, directed up at the sides of the walls, and at the car, set around the semi-circle.

Daniel
05-05-2003, 10:01 AM
do you like the render?

Ehm, nope not realy. It's blur...The TT isn't so good. I can see a couple of bumps in the structure (lines are not smooth). The Wipers are to small. The headlights and blinker looks very dark! The Audi Logo need more reflection. And the Side Mirror looks a litle bit wrong (to short)
So that's all, I'm not a TT fan so I can't give U more feedback :rolleyes:

Oh, and NO i haven't read all of the other replies.

Cya.

Waters
05-05-2003, 03:17 PM
Ouch, rough, but fair. Let me have another go at this rendering with two different environments (1 that is done, and 1 that is getting there) and then come back, if you would, and give me your second opinion.

I have a question, if someone would please be so kind as to help me out with this. The car is all polygon objects, the main body of the car is a single polygon ( so for instance the door, hood, roof, etc.., is all one polygonal object, not seperate objects). When you say that the car's lines do not look smooth, this is a problem related to that fact. I'm using maya 4.5, and I tried converting the body to sub-d, and then from sub-d to nurbs ( because I am using mental ray to render, and it doesnt support sub-d's), but the processing time is rediculous, and I just end up with jungle of points making up my nurbs object. I tried going from there to using the nurbs rebuild to lighten the weight of my model, but the result isnt all that great, at least nothing better than just smoothing the polygon. So thats what I did in the end, I used the smoothing function on my polygon, using exponential smooth at 2 itterations. Any more smoothing itterations and the body will again by a heaping mass of points, and the render times will probably get suicidal. So... for anyone that has modeled a car using polygons.. when it comes time to render, what do you do to get smooth looking lines, and bearable render times ( and please dont say model with nurbs to begin with! )?

The comment about 'blur', I guess I shouln't use DOF?:shame:

Mystifyurmind
05-05-2003, 03:30 PM
floating, only real issue. Good modeling to me:thumbsup:

Daniel
05-05-2003, 03:39 PM
Well, I do everything with SubDs (highPoly obejcts).

I always take time to make the lines smooth...less vertices/points helps very much, but other parts need more points...hehe U know ;)
i don't know maya, so I don't know what the program is doing with a Poly Model if U convert it to Nubs :hmm: But that could be a problem, nurbs don't work like SubDivSurfaces.

Is the Maya Rende Realy that bad? Give it a try and show us a pic :wavey:


cya.

Waters
05-06-2003, 01:08 PM
Here is the TT in that environment I had already done:

http://129.21.134.9/tt08.jpg

Ill finish up the art gallery environment and render that out, then finish this up, unless anyone has some good ideas about smoothing this model. Ill also render out how it looks using sub-d's using the maya renderer... and I have this same shot, but in a day environment if anyone is interested.

Waters
05-06-2003, 01:09 PM
-Thanks Daniel, I think I'll try modeling straight from sub-d's for my next project. :wavey:

nObedienz
05-06-2003, 01:57 PM
I really like your modelling skills, and the last render is better in my opinion. But, there are some lightning problems.
Secondly, I feel your frustration, I've yet to model something myself, and I find it really hard. I guess web tutorials arn't the way to go, but it's the only way since I don't attend to a cg school. And, I do also have the same problems as you do..the goddamn time, it's never 'nuff :shrug:

Waters
05-06-2003, 06:30 PM
nObedienz - I know how you feel, it is hard, but you just have to stick with it, right?

By the way, the trees, plants, and ground cover are all 3d models, not 2d background elements. I think it may be too dark to pick out all the details, it looked fine on my monitor, but I took a look at it on another monitor, and it doesnt look as fine.

nObedienz
05-06-2003, 10:42 PM
Yeah.. I guess so. When you visit cgtalk, you see alot of high-quality images etc. and you just know that your piece will go by, unoticed, just like any other thread. Not so motivating.
On the other side, you got the "omg - look at that piece, I want to see if I can produce something similiar", which is motivating...I guess :rolleyes:

And oh, I just figured out that it's the textures/materials that need work - not the lightning as I said before

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