View Full Version : Car Paint. How make ???? :]
PauloSampaio 08-13-2003, 11:09 PM before all, my english is very bad so correct -me... :thumbsup:
I try make de car paint realistic, but I don't attain the effect that I wait... I want reflections similar to the car's that are posted here here example:
http://www.cgtalk.com/showthread.php?s=&postid=766494
this car is great, I perceive than have a picture in reflect's channel that is similar to the building...
please help-me ...
Thanks
bye
:wavey:
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edaddy
08-13-2003, 11:17 PM
http://www.polysculpter.fsworld.co.uk/downloads.html
http://www.3dcar-gallery.com/tutorial/less02.htm
those 2 will help you out
PauloSampaio
08-14-2003, 09:09 PM
edaddy man you saved-me... I really has thinked this ... thanks
(Ps: I don't know the pass of the verb to think; hehe; I wait that you understands... thanks..
Bye...
DerPapa
08-14-2003, 10:58 PM
The typical carpaint is a combination of more lacquer layers.
Take a look at my footballhelmet:
http://www.cgtalk.com/showthread.php?s=&threadid=45960
I this case I used two layers, which means combined two Materials in a shellacmaterial.
I'm sorry to say, that this helmet is done with fR Stage1 and is rendered with GI, but in priciple it should work (almost) with max Standards.
In fact, it's all about Reflections! If you look at the nice Carpic you'll see these nice Reflections of the arealights above the car. So if you get your Environment nice, you're half done!
Carpaint has different kinds of reflections. The metalpaintlayer gives a blurry- and the clear varnish layer gives a crisp reflection. this in combination makes that look.
for the Helmet I used a blurry reflective Material for the metallpaint and put this in the Baseslot of the shellac Material. (Well, setting up a real blurry Reflection with MAx Standards is not possible, afaik. maybe you have to cheat with blurred Refmap, but this will not look very good, I guess)
Anyway, In the shellacslot I put a clear (windowglaslike) Material with a crisp reflection. This should do the effect of a clear finish. Take care of the fresnel effect. It's important!
the shellacvalue is about 30-40, to mix both Mats.
The Helmet was rendered with a nice www.sachform.de HDRImap
Hope it helps.
Michael
coffeepenguin
08-15-2003, 03:41 AM
I found this tut a while back
http://www.munkmotion.com/tutorials/nsx/3b.htm
Might help a bit
PauloSampaio
08-18-2003, 03:33 AM
thanks every body!!!
I will go see anything about this... Der Papa I was make it with the falloff; but I believe that not is correct...
well after I post here...
bye (Ps: I´m having matter with vírus... hehe)
thanks !!! :buttrock: :beer:
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