Need some crit - Ferrari
Hey guys,
Been a while since I've posted something, as I've been busy with some other things. Anyway, since the delay of my last project, I started another one. I've already asked some of my car friends, and they said it looked really good, even on parts that I thought weren't good. I just need it to go through my 3D friends, as I was too busy to post up a W.I.P. thread. Pic 1 Pic 2 HD Pic 1 HD Pic 2 Thanks, Steven :beer: |
Great model. The texture needs some work. The metallic / fishscale carpaint texture is too large and should be scaled down a bit. Right now the car looks like it would be matchbox car size.
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good model, but as i told you, it needs:
-Better lighting (no uffizi or HDR, use some area lights in this biznitch) -someone getting out of it, and accidentally showing their vajayjay :p -the emblems added -The very front of the hood looks weird... -the blacks are too black (on the car :p) -it looks like its floating around in some weird gray room... not on the ground... -Also, the tires shouldn't be a perfect circle. they have alot of pressure on them, so make the bottom a bit flat. a little will go a long way. Linky link and thats all i can think of, -Andy |
The model looks good but those reflections look like they're about to jump up and kick me in the mouth, and the floor's color is so close to the car's so I can see why Joopson said it looks like the car is just floating in some weird gray room, the super sharp shadow adds to that I guess. And yeah the tires are a little dark and a bit too matte. All in all I think the only thing taking away from your work are the shaders and lighting.
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hey a good way to get rid of that floating feeling is flatten out the bottom of the tyre a little look at your own car it isnt completely rounded at the bottom this shows weight.
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just one more thing your edge loops going down the back of the car in pic 2 comes out a little on the model it might be the lighting or you edges are to close to one another on the smooth but as i said it could just be the lighting if u want o take a look its right in the middle of the boot and rear of the car
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As with what other people have said, the shader needs some work, have you got a sampler info node on there for the fresnell?
The wheels look a bit simplistic and could do with a more detials, bolt holes, bit of beveling etc, some tread on the tyres. The top corners of the windscreen look a bit "rounded" not too sure if thats what the actual car looks like bit just seems a bit odd. Also shouldent there be something to sepperate the fornt windows from the back? |
generally good but the wheels need more detail
and the texture needs improving better than anything i could ever do though |
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Yeah, I'll mess around with the tire color and see if I can get it to look good at a lighter color. As for the tires being perfectly round… does that happen with brand new tires too? I'll try to flatten out the bottom a little, but I don't know how it'll turn out. Quote:
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I do have treads on the tires. And those corners are supposed to be that rounded. There's supposed to be something there to separate them, but the tutor never went over them. I've looked at how the real ones look, and they'd be a pain to add. Well, I'll get to work on this right away. I should have the new pics up before 3 PM CST. The HD ones take about an hour to render a piece. :zzz: |
New tyres do that too, its to do with the PSI in them not the "newness".
Dunno about the MR shader, I never use them (or only very rarely) I would probably use a 2 blinns with a Mix 20 layer on it, just what I would prefer. Even if the MR shader has it you'll need to tune it to your material and how you want it to look. I would be tempted to render it in a studio style set up, have a look at younglions car in the WIP, he put some set ups there that gives soem awesome results (down worry about the render times, its the quality you want at the end of the day) Pain to add bits to the model eh?? Thats modeling some thing realistic for ya! The devil's in the detials and there the bits that really sell the model. I think you've got the skills form the tuts you've done to have a crack at redoing the wheels and sorting out detials on the body etc etc. |
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ok, heres what i meant about the hood looking pinched:
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I think you can stick with the cool gray just maybe make it a tad darker to make the car stand out some. Just my opinion. |
a think a tiled "showroom" floor would fit pretty good.
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Yeah, I'm about done with modeling on this project. I've been busy lately, which has slowed down my work. The tutor decided to make a ton of mistakes, which made it hard for me, but I still got around to it. I'm really just waiting for ZB3 (or ZB4…) to come out for Mac, because I have so many ideas of things that I'd want to do in ZB, that couldn't be done in Maya. It kinda gets depressing sitting around waiting for something and not getting any news on it… Quote:
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BTW, I've been tinkering a lot with rendering, which has been taking forever, so don't expect some images for a couple of hours… :( |
OK, I've fixed the flakes, flattened out the bottom of the tire a little, bumped up the displacement map on the tire, fixed the edge loop in the back, and put a new material on the tire (which makes it look a little newer).
Here's some of the updated pics: Pic 1 Pic 2 HD Pic 1 HD Pic 2 You can still access the old ones with the links above, so you can compare. EDIT: Second HD pic is up. |
looks much better, but that HDR still kills me, haha
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I think you need to work on the flakes some more, they still seem too large and thers not enough of them, your rendertime will go up though.
If you can go aout and have a look at a car with metallic paint, maybe take some pic's |
the HDRI causes some interesting reflections, but you can get the same thing with area lights and seeing the same ones used over and over again is getting kinda old so i agree with joopson: lose it. you can also experiment with different colored area lights to get a better mood - but like gster says, don't worry about render times, it's the quality that matters at the end of the day. if you were creating an animation i'd worry about render times... this is just a still image. let it crank out in a command prompt window for a day or so.
only real gripe i had about the image in the first place was the metallic flaking in the paint shader. honestly the flakes in car paint are almost sickeningly numerous BUT are just about literally the size of a pinprick. maybe 1/5th of a millimeter. MAYBE. as far as environment/flooring options, a tiled floor would be kinda neat, but a color that is NOT in the gray family... how about a darker shade of orange? cerulean blue? magenta? something nobody really uses but has a definite bold feeling. |
Here's some adjustments to the ground (I tried a checkered one, and it didn't fit):
New Ground Pic 1 New Ground Pic 2 And, since everyone wants it changed, here's a new HDR (one that I originally wanted to use, but couldn't find): New HDR Pic 1 New HDR Pic 1 I'll work on the flakes. Once everyone has decided on the best HDR, then I'll render out the HDs. :beer: |
Again with the HDR? ;)
but its a little better than uffizi... but i think area lights would be much better... ask me if you need help with that. Also, whats with the HD pic thing? just render one image from the front and one from the back. we dont need HD, and, as you say, it takes too long. Just render out at 640*480. |
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Exactly, get a studio style render in there, sod the time it takes and dont bother with the HD rendering till you've finished. Make another camera and zoom in and render to see the paint. |
Got some recommendations from Andy, so here's the newest set of pics:
New Pic 1 New Pic 2 New HD Pic 1 New HD Pic 2 |
just remember what i said about the flakes and it should be fine. Again though, you are wasting your time with the HD renders, you should render the smaller ones and save the HD ones until you are sure you have finished.
One thing i JUST realized is how black the windows are. that is taking away from the reality of it, as i have never seen solid black windows :-P, but you probably did that just to hide the un-modeled interior, so its fine. -Andy:beer: |
The flakes still need some work, google metalic paint or take some pics of cars with it on.
Again dont bother with the HD stuff untill your ready for the final render, theres no point, unless youve got plenty of time on your hands, if thats the case set up a studio render with areas lights. |
I think the flakes need to be very tiny. So tiny that you can't point one out, but big enough that you know they're there. Also, why no license plate? I don't see those often on 3d cars, but I think they look cool.
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Hey,
with the modeling, the rear lights looks abit to flat and injested into the car... usually they bolk out abit if you get what i mean :) with the rendering, tbh the grey isnt really doing it for me at the moment ... i reckon try rendering in red first, then once youved nailed it down, change it to grey... also you car seems to be abit too-reflective to my liking, try dim them abit more. and another thing, try and add some glossy-ness to the car as most car renders ived seen have applied that method. goodluck with this, as ived always giving up on rendering stuff, haha! ;) Marlon |
OK, I'm about done with this… I'm getting really bored working on this project and waiting for ZB3. I'll probably update my website tomorrow with these images:
New Pic 1 New Pic 2 New HD Pic 1 New HD Pic 2 Thanks a lot for the help, guys. :beer: |
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