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wesware
08-05-2003, 03:03 AM
Just continuing to develop my model and it's environment.
Why not in my driveway... I could use a Ferrari.

Please crit on anything. Reflection, lighting, whatever.
The distortion in the reflection drives me nuts... even if I subdivide, it is still there somewhat.
This will eventually be comped into DV video for my demo reel so I need to make it tight.

http://www.wesart.com/wip.htm



Thanks!

---
wes ware
http://www.wesart.com

sanciok
08-05-2003, 03:09 AM
Very Well Done!

Actually i think reflections have... distortion as u said...
I'd add some shadows and a touch of DoF...

About reflections... did u try to change MIP to SAT or the others? and... why dont' u try to blur the enviroment a bit?

Nothing else to crit... but BTW Stunning work!!!!

Cheers
Sanciok

sanciok
08-05-2003, 03:10 AM
ah... i prefer the second image!!!

modo
08-05-2003, 03:51 AM
:thumbsup: :thumbsup:

cosmonaut
08-05-2003, 04:59 AM
Looking very nice. I definately feel your pain ... I ran into a similar problem with reflections like that, finally gave up. I assume you're using an HDRI map. I'm wondering if it's related to the map resolution. I think if you can get that taken care of the compositing will look really sweet. Also, you may want to finish up the interior a bit more, you can see the tail lights through the window ... just doesn't look right. Wipers and a rearview mirror would also help.

Shademaster
08-05-2003, 11:03 AM
Looking veerrrry nice sir!! Clean modlleing and great composition. About those reflections: A higher res HDR will probably solve this, don't know if that is gonna be possible or not but a 3k hdr reflectionmap is probably gonna solve it...

Only thing that tells me the last image is a CG one is that the ground shadow isn't defined enough, it doesn't seem to make 'contact' with the ground if you know what I mean. I know stuff like this is hard but try to increase the radiosity strenght to 50 and set your hdr sky in the luminance channel on multiply and on 200% too if it was on 100% before, or even higher. This will increase the brightness of the sunlight and might increase the shadows a bit so it looks just a tad more realistic. Upping the luminance channel also gives a different appearance to your relfections so you might make another skyobject with a compositing tag that says seen by rays on, and seen by GI off. The first sky object needs rays unchecked and GI on....

I play a lot with the radiosity brightness settings and luminance channel of the hdr to get better shadows and a better definement of the environment light.

I hope this was of any help!!

:)

wesware
08-05-2003, 01:29 PM
Thanks for all the great crits guys.

I will hopefully post a revision based on them as well as what the guys at postforum had to say.

BTW. I am only using hdri for the reflection, there isn't any GI in the scene just soft and area shadows... I am sure it would help with the realism but I can't take the render times. It renders in about 20 minutes currently.

Thanks again...
:buttrock:

Shademaster
08-05-2003, 01:58 PM
About those reflections, I think I know how you can fake a highres hdri environment. Duplicate the sky object that gives the reflections and rotate it just a lil bit (2 degrees or less) than duplicate the material of your sky and make give it 50% transparency so that it will shine through a bit.
Because of the rotation it looks like there are a lot more leafs and the hdr seams of higher res.

Hope that helped :)

AdamT
08-05-2003, 02:32 PM
Looks great Wes. I'm not sure how to help with the distortion--I think that's mostly a modeling issue. Or, if you have some time on your hands you might try using an enviro map with different mapping on it, e.g., cubic or customized mapping. I think I'd also try tiling the environment texture in the x direction to get a little smaller scale, and add a very subtle bump map to the car paint (or less subtle if you already have one).

I agree with the comments about the shadows; they look a little too soft where the car is receiving more direct light.

wesware
08-05-2003, 09:35 PM
Took some of your tips and implemented them.
There is a front and back shot with the old version below to compare
Still no seats (will happen though)

New version:
http://www.wesart.com/wip.htm

Thanks for any crits!

Shademaster
08-05-2003, 10:10 PM
Now that looks definatly showreel proof!! :thumbsup:

Cyborgguineapig
08-06-2003, 12:32 AM
the new version is definitly better but I still have this dislike for so much reflection on the backend. Your material looks a bit to metallic if you see what I'm saying. Newer cars are fiberglass/plastic and although they do reflect nice they don't reflect like mirror. I dunno, its still very nice.:shrug:

sanciok
08-06-2003, 01:51 AM
mmm... it's really better... but still the reflections... are distorted!

I'd try a bigger map for the enviromet...

AdamT
08-06-2003, 04:29 AM
Definitely much better. My only criticism is that for some reason on the rear view the reflections look a little too bright.

You know what might help blend it with the scene a little more? Maybe some leaf/branch shadows or gobo across part of the car.

fxgogo
08-06-2003, 12:50 PM
That looks great so far. The only thing I would say is that it looks too clean. A real car would not be so perfect, so you need to dirty it up a bit. Make it feel like it has been driven for a while. Well done again.

sanciok
08-06-2003, 12:54 PM
Hey Wes...
I was wondering.... The color u have in the reflection channel is... white?
If so... Why don't u try to change it from White to red??

It's just a thought!:shrug:

Peoples
08-06-2003, 01:02 PM
Looks good - you might want to boost up the fresnel in the reflection channel thoug - It's a bit too reflective, but overall looks great:thumbsup:

wesware
08-07-2003, 02:59 PM
Ok, you nitpicking b*stards :)

Here is an update that includes:
-Less intense reflections
-car interior.
-slight dirt and pollen on car and tires

http://www.wesart.com/wip.htm

Let me know when you get a chance.
Thanks!

wesware
08-07-2003, 03:10 PM
ARGH!... double post

c4dportal
08-07-2003, 04:30 PM
I think the reflection looks fine now..the nice darker red colour of the previous try is gone though (instead the blue parts in the hdri sky now leaves a somewhat light, red/pinkish colour). Pernsonal preference perhaps.

Shademaster
08-07-2003, 09:15 PM
Maybe you should wax the car a lil so you get realistic looking scratches and specualr distortions. And you may also wanna try gelcoating it....

:p

sanciok
08-08-2003, 03:47 AM
... Wes... it looks s bit too red now...
just give it a less reddish look.. and u're there
Don't get me wrong... It's a stunning work, i really can't do better...

Cheers

Sanciok

wesware
08-16-2003, 03:51 PM
Well, this is about all the changes I'll make to the driveway shot. Hope it works. The reflections on the front of the car are a little busy but hey, until I buy an HDRI disk... or get a shiny chrome ball.

http://www.wesart.com/wip.htm


Next step is to do an animation. Just a simple camera pass to show the model. That will most likely be in a studio shot type atmosphere. I've seen to many car stills and animations in bad 3d exterior scenes to know that mine would be just as bad :)

Thanks for any Crits

sebek27
08-16-2003, 04:23 PM
looks great !! mind telling me what settings you used for the metal looking rims ? they look perfect..

wesware
08-16-2003, 04:39 PM
It's Danel, with blurred reflection. Really had to tweak the light set-up to keep them from looking too bright or to adjust the contrast if it was too low.

Xilica
08-16-2003, 05:19 PM
that blows me away :beer:

bobtronic
08-16-2003, 05:28 PM
That is a very nice model though I am not a car lover.
The composition is not perfect but hey I would be happy
if I would get so far. Maybe try some dirt to get rid of
this slightly CGish look.

Here is a link for some HDRI light probes:

http://www.debevec.org/Probes/

keep on

Bob

sanciok
08-17-2003, 03:42 AM
now i really like it!
i think u should post it in the "gallery" finished work forum!!

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