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07-03-2008, 02:02 PM   #1
Redmer
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Lamborghini Murcielago
this is more of a shadeing en lighting test for me
but any comments on the model are welcome
tell me wich of the 2 is better for the windshield glass
C&C are much appriciated



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07-03-2008, 02:16 PM   #2
Al_mullin
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i think the first one looks more interesting, and sports cars like that usually have darker windows
Nice model, the rims look good should be really good when its finished.
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07-03-2008, 03:25 PM   #3
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the lighting doesn't do much for the texture (if you've got a good car paint texture, that is...) cause it doesn't show off any specular highlights. it basically looks as if you've got one spotlight on the car and are relying upon mental ray to take care of the rest for ya...
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07-03-2008, 03:40 PM   #4
Al_mullin
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If you use a layered texture for the car paint with a blinn for the specular highlight and a ramp shader for the color you can get a really nice paint effect if you've got that far?
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07-03-2008, 06:45 PM   #5
mastone
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I like the model, it's alot better then the lamborghini murcielago that i made.
Just fiddle around with your lighting and it will be a great render.

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07-03-2008, 08:57 PM   #6
arran
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yeah - i like the model a lot - especially the yellow - but agree the lighting needs some work - can we see a pic of your light set up?
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08-03-2008, 12:31 AM   #7
Redmer
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My ligthing setup is basicly a sphere with hdri atatched to it and one directional light

LightSetup

the HDRI file looks as foloows is

HDRI

the car paint shader is the mental ray shader mi_car_paint_phen

i was also thinking of modeling the car into a scene but not sure what i want for kind of scene maybe someone has a cool suggestion
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08-03-2008, 07:56 AM   #8
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i might try a 3 point light set up - that will give you a better render, i think, for this type of model.

check out this tutorial:

http://3drender.com/light/3point.html

for a scene - i would go for a simple parking lot type scene or a road, and a simple landscape in the background - something that won't detract too much from the model.
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08-03-2008, 08:23 AM   #9
Redmer
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ditch HDRI and purley go with a 3 point lighting?

i was thinking of doing a parking lot and put some other cars in there also that i made during the time im modeling cars
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08-03-2008, 08:48 AM   #10
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if your're keeping the car in a nondescript scene as above i would use 3 -point lighting. if you're building a parking lot, i would keep the hdri for the time being and then maybe play with some more lights at render time, but i'm no expert.
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08-03-2008, 10:41 AM   #11
Redmer
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ill focus on the 3 point at first and getting better at that and then after ill do some more detailed stuff to the scene
i think that your better then me at lighting
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08-03-2008, 01:39 PM   #12
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i think in the setup you have, if you're trying to show off the car, i'd use two overhead parallel area lights that are narrow and elongated (to simulate fluorescent lights). if they were close enough to the car they could give off an excellent specular highlight and would light the car fairly well.

as for the HDRI you showed, where did you get it or how did you make it? from the render it doesn't seem to have proper luminance values.
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08-03-2008, 10:13 PM   #13
Redmer
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i found on the net a forum where they showed how to render a car this where they used this HDRI,
the hdri is made in photoshop 3000x3000 and saved as a .hdr file
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09-03-2008, 02:37 AM   #14
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Did you make it yourself? Because a single image saved as a hdri doesn't work that well. You need to have several images and combine them, so there is sufficient lighting information.
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09-03-2008, 04:29 AM   #15
Redmer
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how come a single saved image is not for enough lighting information. the image is just to give lighting into the scene,
im gonna try the 3 point light now and without the HDR dome see how that comes out, also need to find out how to make a good leather matrial for the seats and stuff
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