How much of this is CG and how much of it is photo?
the background - trees and the road is photo, grass and the car is CG. The goal was to blend those as close as possible as it is a present to the man who used to drive the car in his youth and who sees this place (the background) every day.
The only thing that bugs me at the moment is the strange shading on the window glass. Maybe i need to rebake the normals or use hard edges around the window parts.
Hi everyone, I am not too sure to make a new thread for myself or post here WIPs but I think I am going to start somewhere. Right now this is a train from the animated movie "Jack - The Boy with the cuckoo clock heart". Not finished and I am also not sure to finish it or not, because it is not my design. I see here a lot of works that are not the modeller's actual design and they still use that.
I started this a moment ago and it's not the final version of it I have some part of it in lowpoly and baked but I need to find my files. Changing of country also mean that I don't have my computer zith me right now.
Are your normals on the tyre tread pattern inverted?
If no, the tread pattern on a tyre is the hollow part of it, the purpose is to expel the water while keeping most of the surface in contact with the road.
With your design you'll get very small grip, which is essential for a race car.
Here's an example of an actual Formula 1 tyre with a pattern similar to yours.
Are your normals on the tyre tread pattern inverted?
If no, the tread pattern on a tyre is the hollow part of it, the purpose is to expel the water while keeping most of the surface in contact with the road.
With your design you'll get very small grip, which is essential for a race car.
Here's an example of an actual Formula 1 tyre with a pattern similar to yours.
If you want to follow your reference, you can, I don't think that would really make a difference, since it's only aesthetic.
My suggestion was only for correctness from a technical point of view in a real world race car scenario on tarmac, but from the screenshot it looks more like rally.
I wouldn't expect a '60s style Formula 1 rallying
For off road, particularly sand, that kind of tyre may work.
the background - trees and the road is photo, grass and the car is CG. The goal was to blend those as close as possible as it is a present to the man who used to drive the car in his youth and who sees this place (the background) every day.
If you add a small level of blur, or grain to the car and grass (but not the background), I think you'll have gotten that photo real look. Its super crazy close, but the car and grass are very clean in terms of how it looks and is presented. You want to match the texture and grain of the background image so itll blend better. Maybe not the blurrynes since its far away and all. You got the colors to match an old photo, make it look like it was taken with an old camera too. Something like this (not as intense, but you see how even in focus people have a slight blur, grain to them) http://www.physics.sunysb.edu/Physics/pix/dept1980.jpg
If you add a small level of blur, or grain to the car and grass (but not the background), I think you'll have gotten that photo real look. Its super crazy close, but the car and grass are very clean in terms of how it looks and is presented. You want to match the texture and grain of the background image so itll blend better. Maybe not the blurrynes since its far away and all. You got the colors to match an old photo, make it look like it was taken with an old camera too. Something like this (not as intense, but you see how even in focus people have a slight blur, grain to them) http://www.physics.sunysb.edu/Physics/pix/dept1980.jpg
actually I added a bit of grain but it's still too clean. Unfortunately I ran out of time and had to print the version without any grain and since the print was big (A3) it really stood out but I had no time for reprint. In retrospect I'd add more subtle noise to materials and yes, more grain to the render. I also wanted to match an old car commercial look but my blur looked bad so I settled at just grain.
I think I'll get back to it and do more post processing.
think ive just about finished the exterior, maybe a couple of smoothing errors to fix.
got some other stuff to do before i do the interior, maybe ill get round to it one day.
I'm working on a collaborative piece with a blacksmith friend of mine. I'm designing a few torc heads and he is going to cast them in bronze and and make the twisted wire for the torc. Check out my sketchbook for updates. http://www.polycount.com/forum/showthread.php?p=2227770#post2227770
I would recommend you back up your process and start looking at actual species of wood. There are big differences in how hardwoods and softwoods look. Beyond that every species has different types of grain, open or closed pores, and there is a lot of variety in how wood looks when it is finished.
Replies
How much of this is CG and how much of it is photo?
If you have any crits, I've got a thread right this way.
the background - trees and the road is photo, grass and the car is CG. The goal was to blend those as close as possible as it is a present to the man who used to drive the car in his youth and who sees this place (the background) every day.
dang the level around here is mindblowing.
latest work, The rider
Crosspost
Some progress on my animations and attachments.
[sketchfab]6436f13e7d5c46a19fa761ba004d4b0d[/sketchfab]
Spaceship Fighter by wiki on Sketchfab
The only thing that bugs me at the moment is the strange shading on the window glass. Maybe i need to rebake the normals or use hard edges around the window parts.
Here is my latest model. Stay golden awesome people!
[SKETCHFAB]5f6fc9e1168b49678e8811c141116114[/SKETCHFAB]
Are your normals on the tyre tread pattern inverted?
If no, the tread pattern on a tyre is the hollow part of it, the purpose is to expel the water while keeping most of the surface in contact with the road.
With your design you'll get very small grip, which is essential for a race car.
Here's an example of an actual Formula 1 tyre with a pattern similar to yours.
really like her face, nice
Continuing my BTTF series,
Here's Griff, the big bad brute / bully from BTTF 2.
Sculpted, polypainted, posed and rendered in Zbrush.
Zbrush render passes comped in Photoshop.
oh ok, in the concept i used wich can be found here https://dl.dropboxusercontent.com/u/41005757/3.jpg the pattern is pointing up. Thx for pointing it out i'll change it
If you want to follow your reference, you can, I don't think that would really make a difference, since it's only aesthetic.
My suggestion was only for correctness from a technical point of view in a real world race car scenario on tarmac, but from the screenshot it looks more like rally.
I wouldn't expect a '60s style Formula 1 rallying
For off road, particularly sand, that kind of tyre may work.
If you add a small level of blur, or grain to the car and grass (but not the background), I think you'll have gotten that photo real look. Its super crazy close, but the car and grass are very clean in terms of how it looks and is presented. You want to match the texture and grain of the background image so itll blend better. Maybe not the blurrynes since its far away and all. You got the colors to match an old photo, make it look like it was taken with an old camera too. Something like this (not as intense, but you see how even in focus people have a slight blur, grain to them) http://www.physics.sunysb.edu/Physics/pix/dept1980.jpg
humans without skinshaders look weird...
actually I added a bit of grain but it's still too clean. Unfortunately I ran out of time and had to print the version without any grain and since the print was big (A3) it really stood out but I had no time for reprint. In retrospect I'd add more subtle noise to materials and yes, more grain to the render. I also wanted to match an old car commercial look but my blur looked bad so I settled at just grain.
I think I'll get back to it and do more post processing.
think ive just about finished the exterior, maybe a couple of smoothing errors to fix.
got some other stuff to do before i do the interior, maybe ill get round to it one day.
X-Post from my thread:
http://www.polycount.com/forum/showthread.php?p=2218143#post2218143
Quixel Suite Texturing
Rendered in Marmoset Toolbag 2
Photoshop
Now with these base diffuse textures I will jump into ddo to do the rest and add some more details !
The thread is here : http://www.polycount.com/forum/showthread.php?t=146815
I would recommend you back up your process and start looking at actual species of wood. There are big differences in how hardwoods and softwoods look. Beyond that every species has different types of grain, open or closed pores, and there is a lot of variety in how wood looks when it is finished.
getting close to finishing i think. any comments?
Just finished my hand painted scene:
More info here
Blizzard Student Art Contest 2015 Entry!!
http://www.polycount.com/forum/showthread.php?t=130069&page=4