I'm starting another project for myself. I think it's going pretty good so far. Right now, I'm going high poly for the most realistic look as I can possibly do. Any tips or suggestions so far?
Some tips, make sure to enclose unsmoothed wireframes. And preferrably clay renders. Since this it very hard for us to criticize because it's hard to see what actually there.
Also I suggest you take a look at websites such as smcars and cg-cars. Which focus on automotive 3d modelling and take a look at how their wireframes look.
One thing that is very important is that you have an even distribution of polygons.
I suggest you check out this tutorial: http://vimeo.com/24662430
It shows you a way to work that you can use for the entire car.
Other than that it looks like you made a good start on the project, looking forward to seeing the end result.
Y'know...I didn't think about doing a clay render. I'll have that up sometime soon. I will take a look at those. I decided to do this one, cause a lot of the ones I've seen of this weren't that good lol. So, I figured I could do better than what I've seen. My wireframe is dense, but that's intentional. The polys are fairly evenly distributed though.
It looks like you have funky pinches in your model near the front fender. It's hard to tell what's going on, though. Please post a wireframe shot with preferably a light grey material and black wireframes for easy readability and some reference shots. At the moment, it looks like you haven't arced the fins on the back enough, but I don't feel like digging through my copy of Batman to find out.
That was so cute.What has been billed as the "original" Batmobile sold recently at auction. But now an older, forgotten model, with a unique design, is up for sale on eBay. You can determine how to purchase used car too.
good work, looks better in udk but doesnt really look finished yet when I look at pics of the original movie car, plus the background is so obviously tiling and doesnt help the car much.
Thanks Ged! Yeah, I think I'm going to add pipes, tables, spare tires and parts and some other stuff in the background. I do need to make it tile less. Rework the lights in both. This is the first time I've rendered a car...have any suggestions?
Thanks Obscura. I'm gonna do that. I originally wanted to do the grainy/sparkle detail in the spec in UDK, but I'm not 100% how to do it. Would it just be something like making a map and pop that and the spec function I already have into an 'Add node'?
Replies
Also I suggest you take a look at websites such as smcars and cg-cars. Which focus on automotive 3d modelling and take a look at how their wireframes look.
One thing that is very important is that you have an even distribution of polygons.
I suggest you check out this tutorial:
http://vimeo.com/24662430
It shows you a way to work that you can use for the entire car.
Other than that it looks like you made a good start on the project, looking forward to seeing the end result.
Good luck mate!
max renders:
UDK:
http://cg.cs.uni-bonn.de/aigaion2root/attachments/Kugel_BASF_Uffizi.png-60659f8eaed5bc0c8f09e886ffb49292.png
Make some grainy detail to the spec and the reflection,and try fresnel.
And i would use 2-3 colored point light for the lighting.