Vehicle: Ferrari F333 SP


#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 ā€˜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 ā€œin engineā€ 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. IĀ’ve got a Audi 900LMP sitting on my hard drive right now. IĀ’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:


#47

Hi all, many thanks for all the responses - really appreciated.

I thought I would conclude this by fixing the front headlight covers that a few people have pointed out looked wrong.

Basically during a few test renders I had set the reflection options for the surface to Ray Tracing + Spherical Map as I was playing with some reflection maps. However, I abandoned this idea and removed the map, but forgot to set the option back to the default Ray Tracing + Backdrop… Doh!

Reset that and they showed up!

a.


#48

Your model is really nice. As the other said it is hard to tell that it is low rez. What approach did you use to modelling it??


#49

wow! brilliant!.. i really like it…


#50

Thanks once again for all the comments.

oxyg3n: I used a number of approaches in modelling this car determined by the situation. I have attached an image which details a few of the key stages.

  1. I had no blueprints so had to make one from a photograph. The best i could manage was a side-on shot but that was sufficient as I had loads of other angles of the car.

From this background image I basically drew out the basic shape of the side of the car which in this case are the important side panels that form the wheel arches. I then made an extrusion to get the depth and then moved the points on the top of this shape in order to get the roundness.

  1. This image shows my blocking in of the rest of the car. i am not too concerned with getting all the car totally modelled and connected for example. Just putting the basic shapes down and getting the proportions correct.

  2. I then start knifing into the mesh in order to add the detail. It is at this stage that approaches become a bit varied. I mostly edit the points and knife in extra detail. I sometimes edit groups of points using tools such as Shear and Move but with different falloffs to achieve different curvature. You get nice smooth polys if you sometimes edit using these tools. Hand editing all the points is just a bit slower.

  3. A bit of a jump to the finished mesh but shows the comparison with #3 as you can see all the extra cuts I put in.

That’s all really. It’s really quite difficult trying to reverse engineer your models as a lot of the decisions are kind of subconscious. A lot of revisions are produced (I think 60-odd for this model) and a lot of deleting sections out and rebuilding.

Hope that helps.

a.


#51

Being a twerp, I’d possibly say the revised headlight covers are possibly a bit over done now, but an excellent job all round :beer: