View Full Version : New conceptcar: middleclass sportscar
handige_harrie 07-10-2003, 09:05 PM Have been working on this for some time (on and off). Let me know what you think :). It is supposed to be a competitor of the 'Audi TT' and 'Nissan Z' type of cars.
To get nice seems I made the entire car out of one mesh and defined the different parts. Did a preset inner extrude of -3.5m on all separate parts. I then made selections (tags) for all the parts and copied the car numerous times and delete all poly's but that one part. I ended up with 16 separate parts that I gave depth using MakeThicker. Put this all in a HN (subdiv=3) and did some edge HN-weighting were it was needed. That's about all there is to it. The good thing is that it all fits together nicely (keep a continuous mesh) and needs little tweaking afterwards.
The rims are of my previous car. I will make new ones later on.
The mapping on the airintake/-outtake is not right yet. But it will look very nice >> test render! (http://members.home.nl/hcgl.hermans/03stylecar.jpg)
http://members.home.nl/hcgl.hermans/11stylecar.jpg
http://members.home.nl/hcgl.hermans/08stylecar.jpg
http://members.home.nl/hcgl.hermans/09stylecar.jpg
http://members.home.nl/hcgl.hermans/10stylecar.jpg
I'll be on holiday for the coming three weeks (I'll be gone in about half an hour actualy). So I am curious to see with what every thinks when I come home.
Request: Please come up with a cool name for it if you have any ideas :).
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mimo8
07-10-2003, 09:30 PM
love it
compact speedneedl
also like the renderstyle a lot
keep on compacting
handige_harrie
12-21-2003, 09:19 PM
Digging up this old topic :wip:.
My harddisk unfortunately crashed a couple of months ago and I lost a lot of my work. The last backup I had of this car was around 20-30% of what I had when I lost it. So I wasn't really motivated to do the same thing again. But two days ago I decided to get back to it and I changed quite alot of things for the better (since my modeling skills have improved somewhat).
http://www.shademaster.nl/peter/stylecar-reincarnation08-1024.jpg
unsmoothed wireframe render (http://www.shademaster.nl/peter/stylecar-reincarnation09.gif)
Still having some issues with mapping, the dark stripe on the side curving inwards has the same material as the grill, but the bump- and colordifferences don't show at this distance.
I did some new rims and tires a week or two before.
http://www.shademaster.nl/peter/rim04.jpg
JamesMK
12-21-2003, 10:58 PM
I like it a lot! That's pretty serious praise coming from someone that really doesn't care much for car renders at all.
It's very nice and conceptish. I particularly like the very first render - it has that almost airbrushed look that "ordinary" concept car designers seem to produce. Neato.
handige_harrie
12-22-2003, 11:21 PM
Thank you for your kind words James :).
The lighting is a quick and dirty setup with one parallell light above the car, combined with a skylight and hdri for reflections (that already sounds more complicated than it is :D) but it does what it's supposed to do.
Here's an update:
http://www.shademaster.nl/peter/stylecar-reincarnation12.jpg
Wheelhousing, bottom, diffuser and exhausts are done. The license plate with my nickname is also finished. Head- and taillights are ready for final components (lights and LED's).
After those are done, some mirrors, logo's, handle's, brakes and after that I will start on an interior.
I've temporarily replaced the glass material. This not only saves time, but it hides a boring and "missing" interior.
Mikka
12-23-2003, 02:55 AM
I love this work of yours! I agree with Jame's on the air brush style in your renders, it gives this whole car genre a much more creative edge, fantastic!
:thumbsup:
JamesMK
12-23-2003, 08:27 AM
Coming along fine!
Two observations:
1) In the "frontal" view - the hood has some kind of pinching in the middle lower part. I realize that it's a deliberate design feature, but somehow it doesn't have the "right flow" as it flattens out on top of the hood.
2) The glass part feels a bit amorphous (mostly visible in the "rear" view as my eyes follow the silhouette of it). Maybe it needs some more definition, or maybe it won't be a problem once it goes more transparent again to reveal the interior.... or maybe something else :)
I hope that made some sense...
nhytro
12-23-2003, 09:09 AM
Wicked ride! I´m an Audi TT fan, I´ve loved the car since the time it was even a concept car, do you know the Avus?
Your concept is like I mentioned, wicked, but something bothers me with the body panel depths in the bumper areas in the front and back, the look too thin, I think a little thicknes or rounding off would go a long way. I think integrating the exhaust pipes in the body would be cool too, a la miucilargo :scream:
handige_harrie
12-23-2003, 11:21 AM
Originally posted by JamesMK
Coming along fine!
Two observations:
1) In the "frontal" view - the hood has some kind of pinching in the middle lower part. I realize that it's a deliberate design feature, but somehow it doesn't have the "right flow" as it flattens out on top of the hood.
Ah yes, good observation. The pinching seems to vanish halfway, but it actualy continues right to the end of the hood. It is just a bit blown out by the lighting. Check the previous render, you can see where it fades away. So it's a minor lighting issue.
2) The glass part feels a bit amorphous (mostly visible in the "rear" view as my eyes follow the silhouette of it). Maybe it needs some more definition, or maybe it won't be a problem once it goes more transparent again to reveal the interior.... or maybe something else :)
You are right, that is because the edge weighting caused some hard angles that contrast the round shade of the canopy. Maybe I do need some more poly's there.
Originally posted by nhytro
Wicked ride! I´m an Audi TT fan, I´ve loved the car since the time it was even a concept car, do you know the Avus?
Your concept is like I mentioned, wicked, but something bothers me with the body panel depths in the bumper areas in the front and back, the look too thin, I think a little thicknes or rounding off would go a long way. I think integrating the exhaust pipes in the body would be cool too, a la miucilargo :scream:
I don't know the Avus, I just checked some images, was that the TT's concept car :eek: doesn't like it at all. Probably more a predecessor in technology that was used in the TT.
I will add some depth to the rear bumper. The front however: that's very hard to achieve whille maintaining a smooth line. I'll look at it but I can't promise any changes in that.
I thought about intergrating the exhausts in the bodywork and I had those in my previous version (here you can see the predefined holes in the bumper (http://members.home.nl/hcgl.hermans/09stylecar.jpg)) but this looks way nicer. At least shademaster and I agreed to that ;).
nhytro
12-23-2003, 12:37 PM
No, the Avus was not the concept of the TT, it was actually a "proof on concept " car for Audi . The TT concept car looks almost like the production car :)
Awesome car man, i like the concept and it is already looking pretty darn cool.
Could i ask for a favor? Would u please render one with chrome rims??
I would sooo love to see some nice "bling bling" on that baby.
pleeeeease? :)
handige_harrie
12-31-2003, 04:14 PM
Here's an update:
Headlights, fog lights and logo's on front and back are done. Played a lot with materials (getting reflection falloff right :shrug: ).
I used a new (real) hdri to properly bring out headlight reflections.
http://www.shademaster.nl/peter/stylecar-reincarnation15.jpg
Taillights are next.
Maybe I'll do a render with chrome rims (yuk) for you xeno when the rest is finished.
sebek27
12-31-2003, 06:31 PM
it's looking much better, especially the lights
if you don't mind, can you give some tips on how you light the lights so they look so realistic, do you create a metal shader on the lights and add hdri reflections ? i'm trying to get my s2000 headlights done
handige_harrie
12-31-2003, 08:01 PM
Thank you :).
Yeah the headlights were a pain in the 'donkey', I tried everything but it just wouldn't look good untill I changed to a real hdri map (the previous one was still a fake :blush: ). This gives good highlights and reflections.
It is indeed a metal shader; do not use falloff or fresnel in the reflection channel.
Color: pure white | 45%
Reflection: pure white | 85%
Specular: plastic | 70% | 70% | -10% | 0%
It's not perfect though.
handige_harrie
01-02-2004, 10:58 PM
Taillights done :).
http://www.shademaster.nl/peter/stylecar-reincarnation17.jpg
I figured out - after using sla for maybe 2years, doh - that the reflection falloff is inverted of what I thought it was. So now I redid the black on the window and the white carpaint. Looks a lot better now.
MaLiC4D
01-03-2004, 02:50 AM
this car reminds me of a car i have seen already, couldnt put my finger on it, took a while to figure it out
http://www.21stcentury.co.uk/images/cars/ford_gt90_concept.jpg
http://www.edmunds.com/media/news/column/mcmusings/autoshow/ford.gt90.500.jpg
http://www.auto1.hu/autotortenet/gt40/gt40_10.jpg
maybe its just the general shape, and the color that are reminding me of that hideous ford concept
prayas
01-03-2004, 07:17 AM
same idea i just had when first looking a the model. just like a newborn GT90 from ford. not bad at all.
just getting cooler. maybe take a look on the gt 90 photos and try to find some places where to put edges. and yep get rid of that front air intake. no idea what to compare it with but bad.
anyway nice materials on the tires and a very nice render setup.
keep going.
P..:
handige_harrie
01-03-2004, 12:20 PM
To be honest I don't see much resemblance with the GT90 concept apart from the color and the triangular lines on the side :shrug:. I don't like it either, all those lines crossing eachother, it looks messy.
Anyway, the longer I look at the air-intake the more I have to agree to you, nhytro and prayas. I'll change it.
I got some comments on the taillights that they looked to much like a texture (it is a procedural), some comments on that from you guys? Anyway I'll improve them but I try to avoid modeling the whole thing instead of a using a more render-friendly procedural.
handige_harrie
01-03-2004, 11:34 PM
I think the taillight is done now. The material has become rather complex, rendering takes a lot longer unfortunately, but I hope this looks more comvincing.
http://www.shademaster.nl/peter/stylecar-reincarnation19.jpg
Swissphil
01-04-2004, 06:29 AM
I lick that backview!! :drool:
handige_harrie
01-04-2004, 09:17 PM
New grill/nose:
http://www.shademaster.nl/peter/stylecar-reincarnation23.jpg
Any thoughts?
jasper ontwerpt
01-04-2004, 09:38 PM
Usualy I am not really into concept cars but I must admit I really like the car you did. Are you also going to model the interior? Could you post some wire frame renders with or without nurbs on?
mihkeltt
01-04-2004, 09:46 PM
overall, this a great looking concept car and the c4d work is also well done, but there's one tiny detail that disturbes me: the top round cornes of the big headlights - i think they look better sharp concidering all the sharp corners and edges of the whole design. just a thought.
handige_harrie
01-05-2004, 09:46 PM
I fixed a little mesh flaw (though you can't see it here on this render) and changed materials:
http://www.shademaster.nl/peter/stylecar-reincarnation25.jpg
I hope this way the headlight top-rounding isn't that disturbing, because of the large b/w contrast between the chrome and the carpaint.
Two wires:
http://www.shademaster.nl/peter/stylecar-wire01.gif
http://www.shademaster.nl/peter/stylecar-wire02.gif
jasper ontwerpt
01-05-2004, 09:59 PM
goed gedaan jochie! that's what we would say in utrecht. Nice and clean mesh. I've seen some of your stuff on your site and I must say this is your best car from what I've seen.
Nhova
01-05-2004, 10:31 PM
The black one is my favourite. Very very nice :applause:
handige_harrie
01-10-2004, 08:36 PM
Thank you jasper, it is supposed to be better than anything I made yet :).
Small update, mirrors.
http://www.shademaster.nl/peter/stylecar-reincarnation26.jpg
http://www.shademaster.nl/peter/stylecar-reincarnation27.jpg
DeathCarrot
01-10-2004, 09:40 PM
very nice :D especially the back (the lights look fantastic :applause: ), i have no idea why, but the front reminds me of the ford street ka :shrug:
handige_harrie
01-10-2004, 10:08 PM
funny to see how everyone recognized a different car in it (also on other boards) :D.
Must admit that I do see some Sportka in it, wheels placed close to the corners and the rearbumper and hood look a bit like it.
RusMan
01-13-2004, 04:02 AM
Nice concept, looks really cool, and the renders are awesome.
Can you post how you did the material on the rear lights, and your white paint material:drool:, if it's not a secret of course.
Thanks.
handige_harrie
01-13-2004, 05:59 PM
I made a small file with:
-taillights including full texturing.
-rear part of the car with both white and black carpaint.
-lighting/rendering setup.
I must name 'RichArt' who provided me with one bumpmap for the taillightunit :thumbsup:.
Unfortunately this is 8.5 only. If someone wants to make screenshots of all the settings, or import it in a previous version and resave, please do :). But making screenshots of everything is going to be a bit of work :D.
Get the file (R8.5)(.zip)(455kb) (http://www.shademaster.nl/peter/h_h_stylecar_materials.zip)
RusMan
01-14-2004, 12:45 AM
Thanks for the file, but I still have 8.2:p, if someone can save it as a 8.2 or something that would be very nice of you.:)
handige_harrie
03-10-2004, 08:06 PM
Update:
http://www.shademaster.nl/peter/stylecar-reincarnation29.jpg
I redid the canope, errors are gone.
Added a tanklid, doorhandles.
Changed the reflectionmap to this and altered carpaint to properly show reflections/falloff.
handige_harrie
03-10-2004, 10:13 PM
Here's a render of the back, with the white carpaint:
http://www.shademaster.nl/peter/stylecar-reincarnation30.jpg
InTheCity
03-10-2004, 11:37 PM
Can I ask what settings you used for the black plaint?
I'm always experimenting, but can't get that look.
Nice concept btw
ThirdEye
03-10-2004, 11:59 PM
VERY beautiful concept and excellent modeling!! :thumbsup:
handige_harrie
03-11-2004, 02:44 PM
Originally posted by InTheCity
Can I ask what settings you used for the black plaint?
I'm always experimenting, but can't get that look.
Nice concept btw
It's all the reflection falloff ;).
Bhodinut cheen:
>Gradients: black
>Diffuse: pure white, internal, 100%, -50%, 0%
>Reflection: 3.5%, 40%, 100%, pure white, pure white
>Illumination: generate GI turned off.
Bhodinut cheen:
>Gradients: white-very light gray
>Diffuse: very light gray, internal, 100%, -100%, 0%
>Reflection: 1.2%, 13%, 100%, pure white, pure white
>Illumination: generate GI turned off.
The reflection was done with a black .bmp with 4 white rectangles drawn onto it in PS. I also did a very subtle gausian blur on it to soften the edges a little. This reflection image was mapped onto a sky ('seen by rays' only) just like a hdri image.
The scene is lit by 1 parallell light with hard shadows and a regular skylight (using radiosity obviously). I cannot get good results with parallell light w/ areashadow, so I blurred the shadow edges in PS afterwards.
Rendertime is around 50mins per image @ 800x500.
bobtronic
03-13-2004, 09:56 PM
Wow, that is really nice, the concept and the execution.
Bob
handige_harrie
03-23-2004, 01:23 PM
For those that can't open the R8.5 file posted above:
http://www.shademaster.nl/peter/falloffscreenshot.jpg
ODoul
03-24-2004, 04:19 AM
This is really great work. I like the car alot and think the paint material is crackin! Thanks for your generosity.
handige_harrie
08-09-2004, 11:42 PM
It's been a while. I graduated from Highschool (or whatever the English/American equivalent is) and have been very busy to accomplish that and of course also very busy partying afterwards and enjoying my holiday. I had a great time. Finally I have found some time and motivation to continue with my car :).
I put together a list of things to do (which is a great way of preventing you miss any details). I've also decided I will not do the interior. Mostly because I have another cardrawing waiting to be 3D'ed.
I started off with the wiper (75% W.I.P. (http://www.shademaster.nl/peter/ruitenwisser01.jpg)) and found out they are not only quite hard to model but that the bend modifier can be a _serious_ pain in the ass - again. Btw, I modeled it by a reference photo I took of our own car. I went on redoing the grill material and the carpaint. I did about 20 carpaint testrenders (with adapted render and geometry settings of course) to get a nice reflection falloff. I found this to be the best result.
http://www.shademaster.nl/peter/stylecar-reincarnation33.jpg
After this render I redid alot of modeling of the tire (mainly edge bevelling) and redid the tire material to get rid of the (falloff) reflection that makes the tires look glowing near the floor. In the render above I used PS to cover this up. I also changed mapping from MIP to SAT on the rim-logo texture.
This render took 2h 20min which is not too bad for my P4 2.4gHz running at std speeds. Especially since I used a bit higher radiosity settings and high AA settings. (2x2/4x4 sinc AA for the glass parts and 1x1/2x2 Sinc AA for the rest). The shadow is a hard shadow blurred in PS. For the final renders I think I'm going to bake it (which also makes it suitable for animation).
Still not sure if I'm going to stick with this grill material or the old one. I might also decide to model the whole thing.
Offtopic: does CG Talk support UBB code for thumbnailing?
rizon
08-10-2004, 01:53 PM
dankuwel handige harrie!
I've been focussing on modelling and really miss the knowledge of lightning...
I want to achieve the standard set up they use for photographing cars in studio's, with the use of white & black panels for reflection + with a clean white background and floor.
seems your car renders are done that way... or is it with post photoshop work?
you have any tips concerning the studio sety up?
dank bij voorbaat.
handige_harrie
08-10-2004, 03:23 PM
geen dank ;)
I use a setup with 3 sky objects. These settings (http://www.shademaster.nl/peter/stylecar-lightingsettings.png) along with my Ambient Occlusion tutorial (link is in sig) might help you explain what I mean by this. It works fine but has one disadvantage: if you take a lower camera stand and a part of the glass goes above the horizon this will show up as a darker part behind the glass. This is because of the different 'seen by camera' and 'seen by rays' skies. Usually you can avoid this though. If someone knows a good workaround please tell me.
rizon
08-10-2004, 03:27 PM
wow! thanks!
gonna check it out later this evening...
been searching for this for a long time :bounce:
rizon
08-10-2004, 10:34 PM
Ok, i followed the procedures...
the 3 sky's & the topdownlight, plus the black & white material as described (cheen), i was wondering wich material you used for the floor and camerasky.
i now used for floor and camerasky just plain white color at 95% brightness
The result i get is:
_black texture is ok
_white texture seems too grey
_the shadow is soft strange cause i used hardshadow with the parallel, though i like it this way
how can i achieve more brighter white (i set the gradients grey to 5% black)?
and how can you make the shadow harder?
thanks again.
http://www.rizon.be/3d/06.jpg
handige_harrie
08-11-2004, 12:38 AM
If I see this correctly there is one thing you missed, and that's the image in the reflectionsky material that causes the nice reflection. It also make the white carpaint look alot brighter in parts.
I can't explain the lack of shadow. What you got looks like shadow caused by radiosity.
I made a quick file (R8.5) including the whole setup (materials, basic geometry, lighting and rendering settings): clickerdeedoodah (http://shademaster.nl/peter/stylecar-lighting-surfacing.zip)
I also wrote down the material settings (it would take too many screenshots) that might still be helpful for those that use older C4D versions and can't open the file:
Black Carpaint:
-gradients:
--almost pitch black, little dark gray to the left.
-diffuse:
--white; internal; 100%; -50%; 0%
-reflection:
--3%; 55%; 73%; white; white
-illumination:
--unticked "generate GI"; rest is default
White Carpaint:
-unchanged
Camsky:
-color:
--rgb: 205-205-205; 100%
-illumination:
--unticked "generate GI" and "receive GI"; rest is default
Reflectsky:
-color:
--default; texture "showroom03.bmp*"
-luminance:
--default; 0%; texture "showroom03.bmp*"; 53%
-illumination:
--"generate GI" set to 50%; unticked "receive GI" (now I come to think of it, this is useless since the compositing tag prevents the reflectionsky from taking part in radiosity calculation.)
Gisky:
-color:
--pure white; 100%
-luminance:
--pure white; 60%
-illumination:
--"generate GI" set to 50%; unticked "receive GI"
Floor:
-color:
--rgb: 187-187-187; 100%
-illumination:
--unticked "generate GI"; rest is default
*can be found in zipfile above.
Back ontopic: I added brakes (-discs and -claws) partly stolen from my previous car and I redid the hood and it's grill. Looks better now.
Last thing left is getting the windscreen and door glass material to look alot darker/less transparent. I got a great result by roughly selecting the part in PS and playing with 'variations' -> 'darken'. If I could render the glass parts in a separate pass than that would be great. I tried this by giving it an object buffer (1) and doing a multi-pass render with only the object buffer (1) layer selected (so practically a single-layer file) but it came out all black. I must be missing something here. Any thoughts are welcome.
The other and straightforward alternative is to make the glass material darker, but so far I didn't get any acceptable results. Testrendering glass (with not too low raydepth settings, otherwise you get a distorted result near glass-edges) takes ages...
handige_harrie
08-12-2004, 08:47 PM
Well I fixed the glass problem (object buffers are renders as channels, not layers - doh), but I still went for the straightforward approach and redid the glass material(since that's more suitable for animation).
I think it's finished now.
http://www.shademaster.nl/peter/stylecar-reincarnation34-3.jpg
Rendered this in slightly under two hours (which I'm very satisfied with).
More renders to come :).
Comments welcome - as always.
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