View Full Version : Corvette C6 - Raven (Exotic Concept)
06 June 2004, 12:10 AM
(Click Images for 1600x1200)
Corvette C6 - Raven
The primary goal of this project was to create an exotic and aggressive aesthetic alteration of the 2005 Corvette C6. These images are mostly directed towards corvette enthusiasts, and they seem to be enjoying this design, as much as (or more than) the last one. The front fascia, rear fascia, and sideskirts are custom, but the rest of the panels are default. More images will be available as I make them (coming soon: Chameleon Orange and Black).
Comments on style, modeling, shaders, etc are welcome!
06 June 2004, 03:53 AM
That's a really interesting body kit. Did you want to make the car photoreal? If yes, then you need to work on the joint.
At this point the car looks like a perfect representation of what you've modeled- the body kit. But it wouldn't hurt to work harder on the rendering of it (i know u're working hard). ALso, that ground texture u've chosen is not cool. Isn't it supposed to be made of brick?
The building itself is a good way to get decent reflections, but as a background it just doesn't cut it.
Are those palm trees reflected in the windows, or are they inside the building too? That's confusing...
Here is what i think of it, if u don't mind.
Modeling: 9/10 (overall)
I hope that you will take my comments seriously and work on the joint a little more. It's about time you begin to master rendering, bro.
Try to get this kind of paint: http://www.playgroundcorvetteclub.com/photos/06vette.jpg
06 June 2004, 10:25 AM
have to agree with what the shaddix says, im not too much of a renderer myself hehe, but i have to say like i told you that that garage scene was better, keep at it man,...
06 June 2004, 01:06 PM
I'm new into this, and my eyes aren't yet that expirienced,
TheSaddix, would you like to explaind why did you gave those points? specially the texturing points? please post some comments, what do you look when you are making points?
would be very pleased for your help.
06 June 2004, 07:17 PM
I'm not completely sure what you want me to say; plus i can't just overcriticize this nice piece of work.
I'll explain my points.
The modeling part:
I know NURBS is hard to model with (it also is the easiest in a way), but, in my opinion, your chances of modeling a 100% accurate car are close to 0. I compared this car to the real one and the first thing i noticed was the wheel arches: phantom's ones are too sharp and the rear arch is supposed to be straight when looking directly at the rear. Creating fillets with NURBS is cool, but it just doesn't seem to look like in real life. WHy? because nurbs fillets are too perfect: you can see the start and the end of the rear fillet (the big one). Phantom, please, do not take my comments the wrong way; I'm addressing the NURBS technique itself, not only your car. The truth is that i really deprecate NURBS. I used to use NURBS and i thought it was actually the best, but now that i'm using poly, i realize i was wrong. There is no limit when you work with polygons, while you're limited when using NURBS (the rear wheel arch is the very proof of it). Some of your fillets are barely noticable (the front bumper). THe thing about your work is that you never do the interior. You've got a lot of cars, but none of them are finished (IMO). I like the way you do your body kits for this new corvette, but the car itself isnt quite complete. i said it before, and i'm saying it now: you can have lots of cars and people will just look thru them saying "pretty cool", or you can have just 1 single car and people will come to your site again and again, acquiring inspiration and motivation and applying it to their work. Now, i believe that that is the true meaning of 3d modeling. I don't see any other point in doing it, mates. Phantom, i know you're just gonna stick with whatever you think is best, but you must take this into consideration, bro. I wouldn't be writing all this if you were a complete noob, but you are in fact a pretty talented artist. Although you're like a car factory. I see new cars from you all the time, but all of them kind of look the same in terms of rendering, modeling, etc. Your modeling is good though; let's not get into it again.
THe rendering: Building a hotel was a good plan to get nice reflections, and i actually do appreciate that technique, but i think it will be a lot better if u just composite your car with a real environment, like a building, and then model a rough version of that building to get them reflections right. That would be a good approach. I guess you know all this, so i'll just let it slide.
One thing that stands out is that, although ur car is meant to look like it's outside, it still looks like an indoor shot. Not enough sun light, not enough specular, not enough shininess on the rims (chrome , ccmon, it's supposed to be shiny as hell). I'm so picky because im rendering my car too. I can't just get an ok image and be done. There are dozens of things that need to be done to achieve that photorealism. My biggest problem now is that i can't find any good pics to composite it with.
Aight, take all this easy. Don't think im against ur work. It's just that i was asked to explain my points, thus i have. U know that indoor render you did ? THat was quite nice. Render more. Remember to turn up ur lights a little more. It's an outdoor shot.
06 June 2004, 08:13 PM
(Click for 1600x1200)
I improved the silver paint some (pic 1). The second picture was photoshopped because I was disappointed with the orange, and in the third picture, the orange turned out alright.
Hi Shaddix! Thanks for the comments. No offense was taken at reply #2, I see the reason.
What is needed overall is mostly a much better environment. I can do it, I just need to sit down, plan it out, and take the time to do it. A composite picture would also do the trick, but I usually take the hard road.
It looked like the C6 was designed with heavy usage of fillet. Usually I don't touch fillet when I make designs.
I read and understood the rest...just too lazy to reply at the moment.
Hi sabaman, thanks for stopping in. I'll probably go back to the garage scene a couple times for this kit.
Chances are you have quite a long ways to go before a lot of what was mentioned is very relevant. Start basic and work your way up. With cars, reference photos (unless doing concepts) are the keys to success.
06 June 2004, 09:08 PM
thank you guys for your replies, I have learned a lot, I know CG needs patience, I have got it, soon I will also be posting some models, have to learn some more stuff, and my first model will be done, it is not a car though, but I am happy with that....
01 January 2006, 10:00 AM
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