UGAC - Super Shiny and Sexy vehicle - OriK


#41

Looking fantastic Orik! I like the shaders you have on it. Stay with that one :thumbsup:
I am going to assume that the glows are baked into the unwrapped textures a la lightmap? (since rendered post effects is not allowed from my understanding). In either case, I think it looks great man.

Cheers,

NRG


#42

I agree with everyone. It looks great… This new texture job is far better than the orange. With the orange it looked like people had a chance. Now, there is no chance. Between your vehicle and NRG_Alpha’s… there’s no hope for us newbs. :wink:

Thanks guys for your entries… now I know I don’t have to spend any more time on mine… LOL. :wink:

Seriously though… between yours and NRG_Alpha’s… It’ll be a coin flip.

-Azeiku


#43

O… My…
WOW!
:eek:

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Very well done.
The newest renders look amazing.


#44

Remember that this challenge is not about winning (per-say) but improving you skills, and adding pieces to your portfolio. It would be a loss to the overall community if you quit because you think your entry is not “good enough” or “creative enough”

Just my 2 cents.
[size=2][font=Verdana][font=Times New Roman]:smiley: [/font]
[font=Times New Roman]Sorry to hijack the thread here for an moment Orik[/font]

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#45

nice one Orik, that meets all the requirements then some.


#46

Wow, man, this is really looking sexy… and shiny! Super!!! :thumbsup:


#47

Mann Orik,kaum schau ich mal ein paar Tage nicht hin, greifst du hier allertiefst in die Trickkiste.

Great stuff.


#48

That small plumpf sound you just heard wa sthe sound of me throwing in the towel!!

Have you actually drawn the neon lights with feathering around them to make it look like they are glowing, or is there some kind of luminosity on that map??

Excellent!


#49

Definatly looking good there mate:thumbsup:, But as someone stated I dont think they allow post
effects…and from how it looks your using them…
If you have Farcry, Doom3, Battlefield 2 or FEAR you can try and put it in there.
I personaly have experiance in BF2 and Farcry’s editor…
I think we all would like to see how your shiny car would look within a game:buttrock:.

-Pdude


#50

Extremely beautiful. Perfect definition of shiny and sexy!


#51

that’s a wickedly impressive design,the use of color & reflection is awesome

well done!!:thumbsup:


#52

This is looking great! If you don’t mind me asking, what are you using for the glows? I haven’t found any viewport shaders with realtime glows like that.


#53

I was quite busy the last days and I have no private internetacces. That’s why I could not reply.
First thanks to all. I’m pleased to see that you like the design and the new colorsheme.
Because of the less time I had I could not finish the interior and I won’t make it the last two days.
Regarding the reflection I put the specular map into the specularcolor slot (3dsmax). This has 2 side effects. First the specularmap controls the strength of the reflection and secondly the map can change the color of the reflection as well. I used a specularmap with a yellow tint on the lower areas.

In this case you have a clear reflection and specularlight on upper areas. So you can create pretty cool carpaints without using special shaders.
The glow on the rendered images is a post effect. But I already added the glow to the texture (via PS outer glow) and I get the same look. For the images I created a glowmask for a blendmaterial. One material has the ID 1. I have activated this ID in the “Environment and Effects > Lens Effects > Glow” dialog.

   @Pdude2K5
   I think I will put this car in a racing game. Not sure about which game but I let you know.
   
I rendered a short movie over night. But it was rendered with the post glow again :scream:. In the submission thread I will post the textured glow of course.
   [Download](http://www.megaupload.com/de/?d=CFCXPDBK)

Edit:
@Ghostscape
For realtime glows try the “HammerTime” shader from 3dsmax.


#54

Wow… that looks great! My only crit would be that the scoops right in front of the rear wing look kind of funny. Maybe it’s just on the texture map? I circled the part that looks kind of strange to me. I love it over all but that would be the area that bugs me the most if I said anything bugged me.

I love it though! Great work!!
Azeiku


#55

It looks sweet man. Textures look slick.
Cant wait to see this one in the submissions thread!
:deal:


#56

That is awesome dude!! You should get it made…I mean, I want one! Lol.


#57

Thats fantastic - well done to you sir! :buttrock:

Pray tell what is the little image in the bottom left corner for? Looks like a rear view mirror image!

PS: But can it go under water?!!:smiley:


#58

looks very sweet yes. :smiley:

I have one question/critique though,
In the normal map you have only half the car. You cannot flip/symmetrize UVs on a normal map, as this also flips the normals and screws up the lighting. When working with normal maps, you should be working with mostly unique UV space.
Unless you are working with an engin that can recognize symetrized UVs, and invert the R and G channels in that area… But i havnt seen one of those.
You can see on the bottom side of the car that the lighting is indeed flipped on one side.

Anyways. minor detail for this comp.
Your model is awesome, good luck!


#59

Hey Orik. Your entry looks great, man! Kudos on that!
The design is very fitting to what this contest calls for.

I do have to agree with Nic’s comment about flipped/overlapping UVs. I made this mistake when I was first learning about normal mapping. I was unwrapping an L-Shaped table, and made the table surface overlap itself. Needless to say, Unreal didn’t like this. The result was mirrored lighting (never a good thing). But for the sake of this contest, I think you did a great job! :thumbsup: I really like the final shaders you used. And the glows are very nice too! Best of luck with it all. Although I am currently in your rear-view, I’ll see you at the finish line!

Cheers,

NRG


#60

heya Orik - very well executed project - nice and clear presented

cheers / dan