Jump to content

Sign in to follow this  
TRussell

Some car modelling

Recommended Posts

  • Topic Author
  • Oooops, always forget them. Not sure how to do it so I just took a screen shot.

    Thanks for the comments.

     

    Screen Shot 2019-04-12 at 3.32.27 pm.png

    Screen Shot 2019-04-12 at 3.32.38 pm.png

    Share this post


    Link to post
    Share on other sites

  • Topic Author
  • So far

     

    Porsche 911 Turbo.jpg

    Porsche 911 Turbo 2.jpg

    Porsche 911 Turbo 1.jpg

    Share this post


    Link to post
    Share on other sites
  • Topic Author
  • Got most of the front done, really happy the way it's turning out.

    20190414_105604-01.jpeg

    Share this post


    Link to post
    Share on other sites
  • Topic Author
  • Well I am really happy with this.

    A few firsts for me and a few mistakes.

    Any comments and consructive criticism  welcome. 

     

     

    Porsche 911 Turbo 2-01-01.jpeg

    Porsche 911 Turbo 4-01.jpeg

    Porsche 911 Turbo 1-01.jpeg

    Share this post


    Link to post
    Share on other sites
  • Topic Author
  • Porsche 911 Turbo 5-01.jpeg

    Porsche 911 Turbo 3-01.jpeg

    Share this post


    Link to post
    Share on other sites

    That's looking very nice, and has been built with far more polygon efficiency than we'd perhaps normally expect for this sort of model. Texturing is superb, especially on the car paint, but something is off about those windows for me - is that they don't have real-world thickness, or have we got 'Exit Reflections' left on in the transparency department ?

     

    CBR

    Share this post


    Link to post
    Share on other sites
  • Topic Author
  • Thank you so much for your comments, very encouraging.

    I 'tampered' with exit reflections but it didn't make any difference and I don't know how to achieve real world thickness, google just can't solve all life problems sometimes :)

    Share this post


    Link to post
    Share on other sites

    Ah yes, if there is no thickness, then exit refs are irrelevant :)

     

    Adding thickness is a total breeze though. Lesser people use cloth SDS for that sort of thing, but we shouldn't, because it doesn't come with control loops. We should just select all our polygons that comprise the window planes, extrude a very small amount (with caps, and 2 segments), reverse the normals if they need it and you're done. Always do the thickness my friend - Cinema is not expecting something that doesn't exist in the real world - light just can't react realistically if that's not there.

     

    CBR

    Share this post


    Link to post
    Share on other sites
  • Topic Author
  • I think I got it.

    I ended up with only the transparency chanel, refraction 1.52, no exit reflections, Fresnel reflect 100% , Fresnel texture, mix mode normal and absorption distance .001 ( went from .1 to .01 etc bit couldn't see any difference.)

    Only issue is I believe the refraction is too strong.

    Porsche 911 Turbo.jpg

    Porsche 911 Turbo1.jpg

    Share this post


    Link to post
    Share on other sites

    These look really good, but I'm curious. Are you using subD?

    Share this post


    Link to post
    Share on other sites
    5 hours ago, TRussell said:

    Only issue is I believe the refraction is too strong.

    Much better :) 

     

    Glass is very much in that sort of range, so 1.5 is a good starting point, but in reality the IoR varies across the windscreen, being highest (most refs) in the center, and fading off at the edges AS WELL as any fresnel-based falloff. You can fake this by popping a U gradient in the transparency map slot (grey to to white to grey), but of course you will need to make sure your texture is mapped properly for that to work... if we're honest, most people don't bother :)

     

    CBR

    Share this post


    Link to post
    Share on other sites
  • Topic Author
  • Yep, looking soooo much better, you have filled a big hole in my knowledge.

    Going to go and make a few glass objects :) :) .

    Thanks again.

     

    4 hours ago, Unstable said:

    These look really good, but I'm curious. Are you using subD?

    Thank you, I turn the hypernurb subdivision renderer up to 4, mainly for the tight curves. First time I have used it but the boot vent corners were tight and had corners on a lower setting.

     

    Share this post


    Link to post
    Share on other sites

    Join the conversation

    You can post now and register later. If you have an account, sign in now to post with your account.

    Guest
    Reply to this topic...

    ×   Pasted as rich text.   Paste as plain text instead

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.

    Sign in to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×
    ×
    • Create New...