Refections are abit strong, can't really see the rest of the model cause of it. Also your showing the dark side of the car not the lit side, So I cant really see the detailing.
As for the taillights are you going for high poly or game? If it's high poly I model the actual bits, at least then you don't hafta worry about texture streching
Nice model man. As for the render, the specular level of the paints seems a bit extreme to me. At the moment it almost looks like it's made of mercury, although that could just be the light setup in the scene.
It seems like there's no variation in specularity of some materials used, say the paint and the metal grills on the back. The shininess/glossiness seem the same to me, which I wouldn't expect of a painted surface vs metal.
Also, there seems to be little contrast between certain materials such as the paint vs the tyres vs the rims. The tyres even seem close to the same tone of grey as the paint. That's my two cents anyway, hope it's helpful to you.
Any chance you could post these material settings? I'm having a hard time with these kind of renders, soooo many buttons to twist...
I like that car btw. If you are aiming for realism that's definately too shiny, but if you are going for a more artsy look I think its cool. Yet in that case you might want more material contrast (ex matte surfaces counterbalancing the shineyness).
Yeah, the specularity is quite intense cuz I forgot to tone down the reflection settings plus its receptive from the HDRI map I used. I'll get on the other bits after I'm done my other project, this one was a side project. I'll also add an environment for it as it looks like a toy sitting by itself.
To Pior: Try this link, its where I learned the basics for it, but all its mostly done is in final gather and ray trace + environment under mental ray tab.
Replies
cool stuff.
As for the taillights are you going for high poly or game? If it's high poly I model the actual bits, at least then you don't hafta worry about texture streching
Otherwise the over feel looks acurate.
It seems like there's no variation in specularity of some materials used, say the paint and the metal grills on the back. The shininess/glossiness seem the same to me, which I wouldn't expect of a painted surface vs metal.
Also, there seems to be little contrast between certain materials such as the paint vs the tyres vs the rims. The tyres even seem close to the same tone of grey as the paint. That's my two cents anyway, hope it's helpful to you.
I like that car btw. If you are aiming for realism that's definately too shiny, but if you are going for a more artsy look I think its cool. Yet in that case you might want more material contrast (ex matte surfaces counterbalancing the shineyness).
Yum!
To Pior: Try this link, its where I learned the basics for it, but all its mostly done is in final gather and ray trace + environment under mental ray tab.
http://www.highend3d.com/maya/tutorials/rendering_lighting/mental_ray/241-3.html
read long and follow the exact settings, if you dont want reflections just turn it to 0. Good luck
Thanks again guyz