unreal work as always
one question, can you go over just lightly on how you made your tail lights look like real plastic diffused taillights? |
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Sure, I'm actually not happy with the taillights yet, but here's how I made them:
Model each of the different sections of the light as a kind of box, with the rear face (the one furthest inside the car) having a highly reflective chrome like material. Give the sides of the box a deep burgundy red semi-transparent glass. Finally, for the outside face (the one you see from the outside), make it a deep-red glass, with an orange/bright red specular highlight, and just transparent enough to pick up the reflections from the chrome. Give this face a "bulge" on the bump-map, and adjust the scale of the bulge until it gives you the desired pattern of the light. You can adjust the brightness of the light by adjusting the chrome shader on the rear face. I used the exact same method for this light also: |
dude thats amazing but i can see 1 thing that annoys me now
it only small an its the car paint shader - it doesnt quite look right but i cant put my finger on it still though its a brill model an render an the ligts at the rear look good oh an thx for the advice about the D L&R by J Brin mine has just come through form america an its full of useful ideas an info an the challeneges look good too, workin my way through it now - thx man:beer: |
wow amazing dilberts very good ...
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amazing work dilberts, but that's just old news by now :p
have you tried using Rhino 3d? I tried it and it's a really powerful NURBS modeling tool. I suggest you try the demo ;) -Matt |
nice work dilberts
i just wanna ask u somethin bout grills yes how can u do grills i heard about a lot tips but i couldnt get them. plz your grills are really good. |
:bow: (need i say more? :p )
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amazing work dude i saw one of those on my street the other day(or one that looks like it) and yours is amazingly close model wise. kutgw:beer:
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