View Full Version : more porsche
sailor
12-03-2006, 05:08 AM
A render update of the porsche model im finsihing :)
cagey5
12-03-2006, 07:12 AM
That's a stunning car. :thumbsup:
sailor
12-05-2006, 04:49 AM
some more update im trying to imporve the final render somehow if anyone has any comment on how to make it look better please do :)
Tiger
12-05-2006, 05:16 PM
The car is ok...now its all about lighting.
sailor
12-05-2006, 07:27 PM
thank you Tiger....maybe you can say what could be done to improve it? ive been looking at this way too much any fedback is welcome :)
sailor
12-11-2006, 01:42 AM
no commnets anyone?
MooseDog
12-11-2006, 08:32 AM
that second render is pretty d@@! good:thumbsup: . i'll betcha if you could get that onto a more intersting scene or bg, it would look perfect.
Andyjaggy
12-17-2006, 06:40 PM
The lighting is actually pretty good, what I want to see is a more realistic chrome wheel, unless they are supposed to be some kind of matte finish?
smmurph
12-20-2006, 01:14 AM
Just one critique ... when I look at it for an extended period, the right side facing me starts to look cartoonish. What I think I am seeing is the flatness of the reflection ... there is nothing being reflected. I think a little more of a scene, or even reflecting a photo into the door would give a lot more depth to the picture.
Also, on the right front just in front of the front wheel well there is a wash out from a reflection of the light, and just below that it tapers the light a little strangely.
So maybe a little work on the lighting and reflection. :)
The modelling is very good.
smmurph
99sproth
01-16-2007, 01:42 PM
add a specularity or reflection map. Even the surface of showroom cars isnt that perfect.
good model tho.
BigHache
01-16-2007, 11:03 PM
I would say absolutely to what these guys have said, plus a little reflection blurring will help, and a little bit of imperfections in the overall smoothness of the surfaces. Only glass really reflects 'perfectly'.
For render times though I'm not sure if that's better applied through the post image processing filter or in the Surface Editor.
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