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Master25
12-05-2005, 10:39 PM
main reason for posting is i can not get the textures to look right.
suggestion?
it is really anoying me.

Master25
12-05-2005, 10:45 PM
how do you add grainyness to a render.

Silkrooster
12-05-2005, 11:01 PM
Here is your image rerender with lightwave. To get this grainy version I loaded the image in the background, then I went to WINDOW>IMAGE PROCESSING...>ADD IMAGE FILTER>VIRTUAL DARKROOM Then I set the preset to Kodak Advantix 100. Then rendered.
Silk

loki74
12-06-2005, 01:51 AM
How much texture is it and how much modeling? The think that sticks out to me most is the modeling, not the texturing.

The main thing thats bugging me is that the doors dont seem to be separate.. almost like the thing is made out of clay, and the lines that describe the edges of the door were carved away with a ballpoint pen, as opposed to being actually separate.

Master25
12-06-2005, 12:20 PM
thanks for showing me that silk roster. i think it really helped

i understand what you are saying loki, but i am trying to keep this thing semi low poly.
of course you r probably right and i will not be able to get the look i want the way i am doing it.

i doo think it looks a bit better now though.

Master25
01-03-2006, 11:31 AM
o.k. i have started re working the front of the car now.
the people i am doing this for now want want more of a sporty viper or corvette look to the front end. i dont quite have that look yet though.

the main thing that is bugging me is the texture on the grill and on what is supposed to be the solar panels on top.

any suggestions over all.

Master25
01-06-2006, 05:42 PM
i have my car.
well not really since it is still not done
but yall get the point

gelmi
01-06-2006, 07:50 PM
http://www.suurland.com/

enter in this site and you will find the references end blue-prints to construct one model :) :D

Master25
01-18-2006, 04:02 PM
its been a long time, but i am know finally done with it.
any suggestions on texturing.
the general shape has to stay the same though for the people i am doing it for.

Master25
01-20-2006, 04:24 PM
ok im done.

5had0w
01-20-2006, 04:34 PM
the car itself is cool :thumbsup: ..but the texture stills a little bit "strange"

Master25
01-21-2006, 11:03 PM
what about it, is it to reflective or something else. which texture. be spesific.

5had0w
01-22-2006, 04:08 AM
the texture, mostly the car, seems a little blurred, if im not wrong (with the word)

Captain Obvious
01-22-2006, 10:47 AM
The car looks a bit fuzzy, almost velvety, I think, and it's too reflective. Other than that, :thumbsup:

loki74
01-23-2006, 01:04 AM
well looking at it closely id say that the contrast on the incedence angle reflectivity gradient is too high.. just below the headlight closest to the camera it is barely reflective, while below the side mirror and immediately in frot of the front door it is extremely reflective.

5ad0w, i think the blurryness you are referring to isnt necessarily the textures. The image is overall soft. The reflections to not appear to be any softer than the other elements of the scene. It looks almost like the image has the soften filter on it or has a soft gaussian reconstruction filter.

Master25
01-23-2006, 10:38 PM
i finally think everything is perfect.

Captain Obvious
01-24-2006, 01:25 AM
You might want to use anti-aliasing, though...

Master25
01-24-2006, 07:51 AM
yah i know these were just quick renders.

Master25
01-24-2006, 12:18 PM
just a little 360 of the car.
no AA yet though.

Click here to watch concept_car360_realistic (http://media.putfile.com/concept_car360_realistic)

LaughingVulcan
01-25-2006, 12:54 PM
Master25,
Very cool design...has a very Porsche 959 feel to the front & rear.

If I may make some suggestions...
(Please DON'T shoot me!) :twak:

• You might want to take a bit more time and adjust the surfaces of the car. It looks pretty cool right now, but the ripples in the bodywork work against the time you spent texturing and setting up reflections.

• If you sharpen up some edges (Wheelwell edges, rear bumper, rear deck, back glass), and extrude out the tailights a bit, you'll make the car look more...manufactured, more mechanical.

• Check whether the sides of the car are pretty much perpendicular to the 'road'. They look (from the back 7/8ths view), like they're angled in right now. The glass also goes in at another angle. (The car manufacturers wouldn't do this in reality because it would cut into interior room/headroom too much.)While the side glass on production cars curves and tapers in as you go up, it's VERY slight.

• Door handles - You might want to make the front door handles seperate units (as they would be in a real car), and add a set for the back doors too. This SHOULD remove the wierd reflection on the front doors.

• You might want to open up the wheelwells a bit more, so your tires/wheels would have some room for suspension travel.

If you're satisfied with it as it is, please ignore my ramble...but if you want to refine it more, you should be able to do the above with out changing it too much from what your clients asked for, I think.

I gotta get my '62 Mustang I done & posted...

Be Well.

Greg

Master25
01-25-2006, 09:11 PM
i have made a few things more sharp.
i have also taken alot of the wrinkles in the front and rendered with AA.

LaughingVulcan, the only problem with changing the tapering of the windows is that my car is so high poly by now that it would probably take a few more day to fix the wrinkle created by the adjustment. this wouldn't be a problem, but this project plus an another one i am working has to be done by this next week.

hrgiger
01-26-2006, 06:03 PM
Can you show a wireframe? I don't mind the design of the car but the model seems fairly lumpy and has been mentioned above, is very distracting and takes away from the lighting and surfacing of the model.