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#1 (permalink) |
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GTR Register Member
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R33 3d model - work in progress for another skyline anim..
hey all
posted this up on skylineowners.com - its a 3d model of an R33GTR vspec (hopefully). heres a few pics of the work in progress... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() I did this anim yonks back: YouTube - Skyline GTR vs Ford Cosworth and its seen numerous hits on youtube so I thought I'd do v2 lol! Just trying to think up a rival car that'll cause a big load of youtube arguments like my first anim hehehe! |
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#2 (permalink) |
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GTROC Member
Join Date: Apr 2006
Posts: 1,825
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talented stuff there man!
how long did it take you to render out all that? Model looks pretty good, i havent done a model in years so i cant say much from where i see it, looks really nice. See some triangulation in a few spots, but i guess for solid surface models it doesnt matter as much. Last edited by Rain; 17th September 2008 at 03:39 PM. |
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#3 (permalink) |
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GTR Register Member
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as long as the entire thing isn't comprised of triangles and it smooths ok then I dont let myself lose any sleep on it lol!
its took since friday to get it to this state and takes about 30 seconds to render lol altho theres still alot to do on it ![]() |
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#5 (permalink) | |
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GTROC Member
Join Date: Apr 2006
Posts: 1,825
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Quote:
I mean your old video haha.IVe messed around with modeling some characters, but once riggin starts, my wits tend to fray when painting in the weights... OHH IT MAKES ME SOOO MAADDD ![]() |
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#6 (permalink) | |
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GTR Register Member
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Quote:
![]() and yes I know what you mean about painting weights - it can be an utter nightmare BUT if you've fiddled with stuff like softimage XSI it makes such easy work of it in a fully non-destructive manner - you can model a character, texture him, rig him, add a dozen blendshapes and when the director comes in and says "make his nose bigger, his mouth wider and his ears smaller" you dont have to do a full rework of the character and all the rigging and wotnot ![]() I'll do some colour variations on the car once its more closely modelled - its just default grey for the moment to make it clearly visible - I'm all for midnight purple myself... Its the only colour Last edited by anthonymcgrath; 18th September 2008 at 08:37 AM. |
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#7 (permalink) |
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GTR Register Member
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colours colours colours :)
been working on the light shaders on the back and also trying some colour schemes. I'm really really fond of white tbh - with white alloys it'd look ace I think. midnight purple works a treat too (front image looks a little dead as theres no shaders on the front lights as yet)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() thoughts n comments on colours welcome ![]() |
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#8 (permalink) |
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GTR Register Member
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close up of detail on the back with the light shaders and exhaust shading and wotnot...
![]() QUESTION FOR OWNERS: the middle bit beneath the lip of the boot (where it says skyline) ...I've seen it come in two styles - one is as I've rendered it where it looks like the light is continuing across. The 2nd is where it is painted the same as the paintwork and the skyline is embossed into it. My question to you all is which is best and which one is the Vspec? |
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#10 (permalink) |
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GTR Register Member
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hey all
okay - re-adjusted the back and made it the same paint colour: ![]() and I've also been working on the front - namely the headlights (utter swine to get that inner piece that goes around the headlights. Also put the fmic in there too and added shaders to the foglights. Adjusted the bumper so it now incorporates the apertures just above the fmic aperture. ![]() ![]() ![]() |
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#13 (permalink) |
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GTR Register Member
Join Date: Feb 2003
Location: Wiltshire
Posts: 681
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Are you using Renderman for this buddy and if so are you using a sub-d scheme? makes for lovely smoothly tessilated renders! Also is that an HDR image for IBL or just a LDR image for reflections? might be nice to use some raytraced shadows in there too or deep shadows, doesnt look like your using any shadows at all at the moment! And i know its a pain but really do avoid anything but quads makes rendering so much more predictable.
Tee hee, sorry this is my job too! Owww i could talk about this all day long. (I direct and light commercials at Aardman Animations in Bristol) ![]() Bob Oh and Rain im impressed with your knowledge you dark horse! ![]() |
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#14 (permalink) |
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GTR Register Member
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hey fourtoes
![]() cool - a fellow 3dster - I'm using mental ray within maya to light it. At present its purely a .hdr in an IBL sphere for ref's n raf's ..there's no shadows (save for an ao pass to get the dark nooks n crannies multiplied over). I do plan on having GI/FG and shadows in there eventually but this is purely to show off the vehicle model and for speed rendering.Its now about 99% quads overall. Its polys then smoothed at rendertime - I think maya's subdivs are pants personally, and MR doesn't render any of the partial or full creasing that you set up and even if you do set up creasing as soon as you swap back to poly's it loses it when returning to subdivs?!! There are a couple of touches where it is tri's but it wasn't worth quadding those as the edge loops that continue off that adjustment would then create harder lines or more noticeable effects in the bodywork further up the car ![]() hope your having fun at Aardman - always wanted to work there! guys- thanks for the nice words - glad your liking it! |
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