View Full Version : Exige S is GO!
CAClark
12-08-2007, 05:41 PM
Here we are again, and what i think is pretty close to, if not actually photoreal.
Cheers!
Cougar12dk
12-09-2007, 04:36 AM
I think it gives you a good sense of speed and I believe if you rendered an animation, it would look VERY convincing.
erikals
12-09-2007, 08:19 AM
Nice !!
note, add some wrinkles on the shirt, makes it better.
Like the photo-look of it :)
Samus
12-10-2007, 05:28 AM
Very Reallistic,
Only the character in the car sell's it out.
Way to go as usual.
Samus
mav3rick
12-11-2007, 04:23 AM
true do something with guy inside... maybe shirt texture and better surfacing shading..
Ztreem
12-13-2007, 05:25 AM
Nice, but as others say, the driver take the photorealism away.
CAClark
12-23-2007, 06:42 AM
Cheers guys! If anyone cares to donate a photoreal driver, I'll glady render the better version :) I'm just not a character man myself :/
Cheers!
Ztreem
12-23-2007, 08:00 AM
I don't think you need a new character, just play with the material/surfaces of him and maybe tint the windows so it's a bit darker in the car ( this will hide him a bit).
JeffrySG
12-23-2007, 03:35 PM
looks really great Craig! what about taking a picture of yourself from the side and just using that texture on the person model you have already?
CAClark
12-23-2007, 07:43 PM
Dunno, my work and home monitors show the driver as pretty dark already, so I am loathed to darken it anymore. I think part of the problem is the assumption that all clothing is constantly heavily wrinkled. Look at the sleeve of a tight sweater on an almost extended arm, and there are few if any notable wrinkles. That said, all things to keep in mind for when the Veyron gets rolled out :)
Cheers!
greeb1957
01-15-2008, 09:12 AM
i wish i owned that car! awsome stuff. :)
CAClark
01-16-2008, 04:50 AM
Thanks a lot!
Rory_L
01-16-2008, 07:30 AM
Realism's always helped by the addition of a bit of unrealistic dirt and scratches, even if there shouldn't be any in truth. How about fingerprints?
Cheers,
R
CAClark
01-16-2008, 08:03 AM
You're not seriously suggesting finger prints would be visible at that distance are you? :D
greeb1957
01-16-2008, 09:50 AM
any detail could help, mabey ud want to do a more close up veiw of the car, then add some of those fine details.
CAClark
01-17-2008, 05:42 AM
General dirt I agree would be good in some instances, but fingerprints would be too extreme too look worth while, however, car advertisements rarely show cars dirty unless that is what they are designed for. I think.
Thanks for the inputs. Maybe later when I have spare time :)
Cheers!
Rory_L
01-17-2008, 07:52 AM
I was thinking more in terms of smeary palm print fragments at points where cowling is lifted into position. The highlight on the wheel arch could be broken up with this form of blemish quite naturally.
It's a lovely render as is and doesn't need any dirt, but it wouldn't hurt to try it ;)
R
CAClark
01-17-2008, 10:34 AM
Indeed not, that what I meant about time though, I haven't the time at the moment.
Where in Yorkshire is Horbury btw, never heard of it before.
Cheers!
Rory_L
01-18-2008, 07:26 AM
Just left of Wakefield, 9 miles south of Leeds, neighbour!
R
CAClark
01-18-2008, 09:15 AM
Ahh, that's not far away at all you're right!
Okay, here we go. Let me first say I do think it looks very nice. Great start. Couple things. (and I won't mention the driver since it's been said over and over)
Specular
It seems or it appears that there is only one level of spec on the paint. I am not seeing any hue shifts in the spec and the anistrophy seems nil. The spec, with that paint should roll from white sun hot to a more faint hint of the diffuse color in the paint. Even if the paint is black, there should be levels of spec that fade over a broader and broader range. (you'll have to use G2 or the Node ED to do this)
Diffuse
Doesn't seem like the diffuse of the paint is rolling quite right. Maybe you are using no gradient on it? Or just using a simpler 0-90 Gradient? Diffuse on cars, with all their angles and curves....you have to flirt with multiple keys in the grad for diff. The a-pillar looks especially "off". There is also a lack of diffusion occlusion. Most obvious on the brakes.
Reflection
Generally not bad. The lack of reflection occlusion is most obvious on the brake calipers and rotors once again. But it can be seen in other areas too if you look hard. Recesses throughout the car.
Shadows
The darkest shadows in the BG don't match the FG. The FG (car) shadows are much darker. They use the same sun supposedly right? :hey: And on a shoot the car would be lit further lightening the shadows (but lit only to match the real world for fill effect)
Fine Details
Lack of subtle glints/scratches. I would weigh this the least though. Put it in the CBB category. Even in animation as the car rolls past camera and catches light, these are the little things that make the paint job look and say, "touch me, feel me."
Motion Blur
It's just wrong, for film that is. Are you using PRMBlur and have it set to 50% Shutter Efficiency? The motion blur on the wheels isn't swirling like it should.
I don't mean to go all Simon on you but just thought I'd offer some critical advice. Because even if you don't agree...it still makes you think about things you might not have and....progress and grow. (hey I did give you 4 out 5 stars)
CAClark
05-10-2008, 05:52 PM
Hey
Main thing to be aware of that this not a LW render. The car was modelled in LW, but rendered with Hypershot. And therefore:
Specular:
There is no specular, It's all reflection The car uses a metallic gun shader, which does have various fall off characteristics as you'd expect with metallic paint.
Diffuse:
As above really. The frame around the windscreen is a bad example to pick as it is a matt black on the actual Exige.... and although it isn't quite right, in the context you mention it, it's not as wrong as you think. The brakes are symptomatic of having to fake the wheel motion blur (Hypershot doesn't do motion blur)
Reflection:
Again, with the brakes I think it's owing again to faking the motionblur on the wheel (what are rotors?). On the rest of the car, it's as traced by the renderer. What other areas are you saying are wrong? I can't see any issues to my eyes with the reflections, so it'd be good to know where you see problems).
Shadows:
You mean the front facing part of the car is too dark?
Fine Details:
I think when creating an advert for a brand new prestige car, inperfect paintwork would not be something you would want to show I imagine, but for creating a normal street scene of a car, absolutely yes.
Motionblur:
I'm quite happy to say you are wrong on that. The vehicle is not driving past a static camera, it's being tracked be a camera moving at the same speed. So while there are I'm sure problems related to faking the motionblur, I don't believe it be 'just wrong', or that there should be swirling of the wheels.
So to recap, that's a billion words to say that some of the stuff you mention is right (in or out of the context of the render), some of it doesn't apply as it is not rendered with LW, and one thing I think is not right at all.
Above all, thanks for taking a detailed look at it :thumbsup:
Cheers!
Okay, here we go. Let me first say I do think it looks very nice. Great start. Couple things. (and I won't mention the driver since it's been said over and over)
Specular
It seems or it appears that there is only one level of spec on the paint. I am not seeing any hue shifts in the spec and the anistrophy seems nil. The spec, with that paint should roll from white sun hot to a more faint hint of the diffuse color in the paint. Even if the paint is black, there should be levels of spec that fade over a broader and broader range. (you'll have to use G2 or the Node ED to do this)
Diffuse
Doesn't seem like the diffuse of the paint is rolling quite right. Maybe you are using no gradient on it? Or just using a simpler 0-90 Gradient? Diffuse on cars, with all their angles and curves....you have to flirt with multiple keys in the grad for diff. The a-pillar looks especially "off". There is also a lack of diffusion occlusion. Most obvious on the brakes.
Reflection
Generally not bad. The lack of reflection occlusion is most obvious on the brake calipers and rotors once again. But it can be seen in other areas too if you look hard. Recesses throughout the car.
Shadows
The darkest shadows in the BG don't match the FG. The FG (car) shadows are much darker. They use the same sun supposedly right? :hey: And on a shoot the car would be lit further lightening the shadows (but lit only to match the real world for fill effect)
Fine Details
Lack of subtle glints/scratches. I would weigh this the least though. Put it in the CBB category. Even in animation as the car rolls past camera and catches light, these are the little things that make the paint job look and say, "touch me, feel me."
Motion Blur
It's just wrong, for film that is. Are you using PRMBlur and have it set to 50% Shutter Efficiency? The motion blur on the wheels isn't swirling like it should.
I don't mean to go all Simon on you but just thought I'd offer some critical advice. Because even if you don't agree...it still makes you think about things you might not have and....progress and grow. (hey I did give you 4 out 5 stars)
Cougar12dk
05-11-2008, 04:21 AM
(what are rotors?).
They are the ones that keep helicopters airborne *RUNS FOR THE HILLS*
Everything looks great to me, exept the driver. as said before.
I didnt have time to read all replays so bare with me if someone already said what Iam about to say, hmm.
The shading of the driver is the problem, caused by a bad mesh. No mtrl will fix that. There is a shoulder joint that needs to be fixed. I assume you rigged him into this pose. Otherwise itīs a modeling issue.
In my monitor, the windows are almost white. You can darken the front window a bit, and tint the others more heavily, with some nice reflections. You worked hard to make the interior, but I think the final output will be better anyway. Another character or some heavy modeling is required if you wanna let him drive with open windows.
I would just darken his clothes, leather jacket? And tint the windows a bit.
The car, composition and motion blur looks very realistic.
Best regards
Johan Sae-Thao
CAClark
05-22-2008, 03:07 PM
What windows are almost white? If you mean the car, your monitor must be badly in need of calibration or something. The windows are already reflecting the environment, but too heavy on the reflections will look weird possibly.
For the driver, yeah, I'm no character modeller, and this is just a poser model I think (he was given to me in the pose he is in). Darker clothing could be an easy fix :)
Thanks for the input!
glebe digital
05-23-2008, 05:58 AM
I think the 'grain' of the image is a absolutely spot-on.........looks like real film to me.
:)
//your monitor must be badly in need of calibration or something//
Iam using an acer flatscreen monitor, no need for adjustment. My room is white with uncolored lighting. The window glass looks un-tinted to me, "clear-glass" also called white glass.
Regards
Johan
CAClark
05-26-2008, 08:41 AM
Ok, that makes more sense, white glass isn't a good description, but clear makes sense. The windows are however light smoke tinted. As far as I know the Exige never had heavy tinted windows :)
Cheers!
P.s. Don't assume using a flat screen means it doesn't need calibrating. The need calibrating like any monitor.
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