Very nice modeling and lighting ![]()
Vehicle: Ferrari F333 SP
Hey Ozzy, nice one mate ! A frontpage plug and a very much deserved one as well ! Congratulations ! :applause:
Yeah congratulations mate! ![]()
I was beginning to think âthe kidsâ werenât into cars any more 
LB.
The Realtime Dept.
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! ![]()
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
[size=2]WooHoo! well this one caught fire!
Many thanks for all the replyâs - 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 Iâm after but the fact it has no inner polyâs suggests that this isnât 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 itâs rawest form but those kind of things tend to get ignored in this particular forum. I donât 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 arenât big! There are a couple of 512x512âs 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 canât 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 polyâs 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 triâs.
Regards to all
a.
[/size]
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?
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 wasnât 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 donât fully appretiate or understand the skills involved in low poly modelling - so itâs probably easier to present work in such a way that they can relate to it.
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 thatâs helpful
a.
Two out of two Ozzmund! Nothing to report from what I can see, itâs good in all the deprtmants that count.
Cheers!
Very very impressive model! At first I didnât realise it was low-poly! It only shows in very few areas (wheels and wheelarches, and the fairing in front of the âcockpitâ).
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! ![]()
Oh yeah, I totally understand that. I guess, being a game guy myself, I like to see models in an âin engineâ style look. Itâs a very nice model, and an excellent presentation, as well as the model you linked to. Very nice!

