Vehicle: Ferrari F333 SP


#27

How long did it take to render that?


#28

Very nice work, the wires are especially amazing.

My one crit, and it took me a while to come up with it, is the glass shader on the headlights. It is completely invisible, I only noticed the glass is there on the wires, and then when I knew it was there and went looking for it in the render, I noticed a slight specularity on one of the headlights… But other then that small hint of a glass, it is invisible… Maybe up the reflectivity a bit and lower the transparency a bit.

Other then that, great work! :thumbsup:


#29

This looks bloddy fantastic and even better that its such low poly. I also use lightwave and was wondering if u could post the settings used for the car paint shader. Keep up the good work

Si


#30

[size=2]WooHoo! well this one caught fire!

Many thanks for all the reply’s - much appreciated.

The headlight covers. Hmmmm… they have been problematic from the start. They have a gradient map set to incidence angle which should give me the effect I’m after but the fact it has no inner poly’s suggests that this isn’t working. I was reluctant to get too far away from the game-friendly format but I agree they look kinda weird. The far one looks okay but the near cover is practically invisible. I did contemplate a separate pass and then a comp but again this seemed to be detaching it from the original idea. (I know I tweaked it in Photoshop but… oh! well)

Brent Turbo: I take your point about presenting the model in it’s rawest form but those kind of things tend to get ignored in this particular forum. I don’t see nothing wrong with tarting-up a game model for presentation purposes.

As for the maps. Well they may not be on legal texture sheets but they certainly aren’t big! There are a couple of 512x512’s and the rest are smaller and are all game-legal power of 2 so… Remember I have used AA so that may account for everything looking nice and sharp.

chonies: I can’t remember exactly but not that long. I think it was rendered using Monte Carlo set to 3 bounces or something. Enhanced AA. Remember it has < 10k triangles so that helps enormously with render times.

As for the wheels and arches being a bit low. Yep. Totally agree. A major problem with these features as they suck up so many poly’s adding extra detail to them. To smooth them out would have cost another 1-2k triangles if you include the wheels too. Probably still within budget for Project Gotham Racing etc but hey… I liked the idea of doing it in under 10k tri’s.

Regards to all

a.

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#31

Damn, a first glance, would never have told me it was low-poly. nice model, and nice reflections. Are you attending to use the car for some game, or just for the fun of it?


#32

Hi Brent Turbo. I tried that approach a few months ago with the Ferrari 250 swb I posted. I set up the scene to more closely mimic a game environment, but it wasn’t so well received.
I think it would be more appropriate to post a game type render in the Game Design forum, but by doing so you are ruducing your audience. This forum seems to be populated largely by high def artists who maybe don’t fully appretiate or understand the skills involved in low poly modelling - so it’s probably easier to present work in such a way that they can relate to it.


#33

Hi Chalkie,

I basically use a gradient map set to Incidence Angle for most of the channels, diffuse, specular etc. Incidence Angle is cool as it enables you to control the linear/non-linear properties of a surfaces attributes. This is how I managed to get the reflective falloff to occur at the place where the surface angle changes in relation to the camera.

The best way to tweak these settings is to use Viper or FPrime and tweak the keys until you get something you are happy with. The reason for this is that these settings change from scene to scene to to lighting setups.

For a better description take a look at this link:

http://www.realtexture.com/tutorials/www.dbki.de/tutorials/eng/hdr_lighting/

Hope that’s helpful

a.


#34

Lol :slight_smile:
This thread sure has grown :smiley:
Congrats on the frontpage :slight_smile:
Well deserved :smiley:


#35

Two out of two Ozzmund! Nothing to report from what I can see, it’s good in all the deprtmants that count.

Cheers!


#36

Very very impressive model! At first I didn’t realise it was low-poly! It only shows in very few areas (wheels and wheelarches, and the fairing in front of the ‘cockpit’).
Clean mesh! Materials are great as well. Would love to see this one against a nice scenery, rather than the bland white background.

Overall, top job! :thumbsup:


#37

shweet!!!:thumbsup:


#38

Great car man!!! Sweeeet :slight_smile: I love the material you used on the car.


#39

very nice, as for texture, go with the classic momo sponsor, or olive garden.


#40

Oh yeah, I totally understand that. I guess, being a game guy myself, I like to see models in an “in engine” style look. It’s a very nice model, and an excellent presentation, as well as the model you linked to. Very nice!


#41

Aomcaloes, have you tried upping the opacity of the glass material a bit, reflections might be more visible then. Great work!


#42

great! i like it!


#43

Very nice, that car dominated when it came out. I’ve got a Audi 900LMP sitting on my hard drive right now. I’m feeling inspired to do a little side project. Maybe we can race when I get it built, lol.


#44

Nice model, congratulations!.. Makes me feel really bad I havent touched my own ferrari model in months… it will be time to resume work on it soon.


#45

I think the render is fine. HDRI is already showing its face in gaming in HL2, and quite a few of the car game engines have real time reflection, specular, etc etc, so I think this is the perfect way to display your car. You created such a nice clean mesh, you might as well show it off properly.

The front lights seem a little chunky in places, but I havent seen images of the real car, so its hard to say. It would be nice to see a turntable render of this.

If your Ferrari had boobs, you would have got replies much sooner, think about it for next time. :slight_smile: Jokes aside, its a kickass model.

Great work.

Cheers

Steve


#46

Looks amazing!! the paint work is spot on :slight_smile: