Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 106 07-07-2006 , 05:27 PM
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wow Dilberts, ive been watching this thread for some time.
congrats , it looks great.
the modeling is spot on.

but the render dont do it justice.

the windows dont seem to have a reflection.

if you are using maya 7.0 there is a new car paint shader.
the LA mental ray user group site has a lot of example of setting up a show room lighting set up.

the render time is really too long. i would really likt to see a 360 turntable.

keep up the good work.
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# 107 07-07-2006 , 05:49 PM
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Thanks for the comments.

Mc-Fleury. The lighting set-up is the same as I've talked about before in other threads. There is a huge ultra-white plane above the car, and 3 directional lights set up to catch the highlights at the angle I wanted. Final gather is activated, but no Global Illumination. Similar to my Segway model, where I posted a picture of the set-up. This kind of light set-up is very sensitive to your shader settings though. I discovered that if I adjusted settings on the reflectivity ramp by increments of 0.01, each step would have a noticeable effect. Lots of test renders involved, and I'm still not totally happy with all the shaders yet.

Vladimir, the render time comes purely from the 3 directional lights, each casting soft raytraced shadows, with 30 samples on each light. Also, the tesselation was globally set to extremely high settings, just to be safe. I'm kinda too lazy to go through every single surface to optimize the tesselation. I may have to do so if I decide to render a 360 though.

More renders are coming.

# 108 08-07-2006 , 08:39 PM
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# 109 08-07-2006 , 08:49 PM
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the only part i dont like is the ventilation type of thing at the front of the car. other than that its Impressive!! :attn:


A pint of example is worth a gallon of advice!!
# 110 08-07-2006 , 11:21 PM
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Oh my... this piece of work is just impressive!!!
I agree with you saying that a video tutorial on the processing of modeling this BMW would be almost impossible. The amount of work and care to detail is clearly in front of our eyes and just that would require too much time in order to be replicated into a tutorial...

Nonetheless, I have just one point... the head lights and the tyre are magnificent!!! And so why not just creating a tutorial for those? Believe me, I would gladly pay 50 bucks just to have the opportunity to take a look at the modelling and texturing of the front lights and the tyre with the wheel rim and brake!!! You put so much details into these parts of the vehicle that surely you would deserve a full cover on the best CG magazines!!!

One could say that modeling a car is not properly original... but my dear friends, such a great final product is the proof of a deep and extensive knowledge of Maya!

My hat off... your work cannot be rated less than 10 out of 10!

Please... now that you completed all the modeling and texturing, you might want to relax a little bit with those tutorials on the headlights and tyre/wheel rim! It's just an idea... (and a kind request!)

# 111 09-07-2006 , 04:02 PM
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lookin good
i dont know if its the same in america but aren't u surposed to have front and rear reg plates? - i think they would complete th car but its only a suggestion an they shouldn't take too much to make either


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# 112 09-07-2006 , 06:35 PM
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u dont have to have front plates, just rear ones.

great render, dilberts


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# 113 09-07-2006 , 08:52 PM
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oh then for americans it will look right but being english a car with no fornt plates is illegal so it looks wrong to me - lol

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Now at SMU doing BSc 3D Computer Animation so its hard to get on here
My wire render tut https://forum.simplymaya.com/showthre...threadid=20973
# 114 11-07-2006 , 04:45 AM
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Ok, I optimized every surface, and got the render time down to 52 minutes for a 640X480 resolution. I'm going to render out a 360, with about 200 frames, so about 200 hours of rendering.

Here's a new lighting set-up, with a little floor reflection. This is close to the set-up I'm going to use for the 360. The only difference is that I'm going to add a thin turntable model under the car. The reason I'm doing this is so that I don't have to set-up lights all around the car for a camera fly-around (right now the opposite side of the car is in darkness when you render it). Instead, the camera will be static, and the lighting constant as in the below render, and the car will turn on the turntable. It isn't as sexy as having the smooth floor, but it helps out hugely with ensuring that every frame of the 200 frame render is evenly lit, which is more important. I don't want to waste 200 hours for nothing.

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# 115 11-07-2006 , 11:34 AM
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wow dilberts how u havnt got a job in this kinda industry is beyond me!
keep up u excellent work and good luck user added image


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# 116 11-07-2006 , 03:22 PM
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lookin good but in that render the windscreen is lookin a little too dark for me

have fun with those 200hrs of rendering time:bow:


Now at SMU doing BSc 3D Computer Animation so its hard to get on here
My wire render tut https://forum.simplymaya.com/showthre...threadid=20973
# 117 11-07-2006 , 06:59 PM
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Thanks guys. The glass is set to be almost opaque at glancing angles, and barely transparent head-on. There's a good reason for this: I'm too lazy to model an interior user added image If I set it to be realistically transparent, you'll see the back side of the outer surfaces through the windows. I'm not going to be modeling an interior any time soon, so for now the glass will stay.

# 118 12-07-2006 , 01:35 PM
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one thing i would suggest is making the two head rests or top of seats if u are goin to stay at this angle that would mean a little modelling but more realistic look

but still looking goood

what method did u use to make all those holes on the brake disk?

thx

pbman


Now at SMU doing BSc 3D Computer Animation so its hard to get on here
My wire render tut https://forum.simplymaya.com/showthre...threadid=20973
# 119 19-07-2006 , 01:29 AM
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Here's some high res renders. I haven't rendered the 360 yet, as I didn't want my PC to be out of use for 200 hours or more. But I've got enough high res shots here to move onto my next project. I'll get around to the interior some time, but for now it's more important that I get more examples of my work for my future website.

https://usera.imagecave.com/dilberts/10.jpg
https://usera.imagecave.com/dilberts/12.jpg
https://usera.imagecave.com/dilberts/13.jpg
https://usera.imagecave.com/dilberts/15.jpg
https://usera.imagecave.com/dilberts/14.jpg
https://usera.imagecave.com/dilberts/9.jpg

With reflections:

https://usera.imagecave.com/dilberts/16.jpg
https://usera.imagecave.com/dilberts/17.jpg

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# 120 19-07-2006 , 03:38 AM
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Dilberts...have I ever told you how much I hate you?

Hahaha those renders are amazing, you should try to get a job with some of the video game industry peeps who make games like Gran Turismo, or Need for Speed...

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