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Author Topic: Mitsubishi model 2.0 (big pics)  (Read 5935 times)

marshallh

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Mitsubishi model 2.0 (big pics)
« on: March 01, 2009, 05:53:38 pm »

Just an update on the model I made some time ago






hi-res here (2 hour render)
http://img19.imageshack.us/img19/9671/good9o.jpg

8085 polies (unsubdivided, hehe)

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floyd86

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Re: Mitsubishi model 2.0 (big pics)
« Reply #1 on: March 01, 2009, 06:01:52 pm »

Very nice renders. The model look really clean, do you mind sharing an unsubdivided wireframe.
The materials are nice but have a bit of a toony look to it. I don't know if that was your intetion or not.

3D Joe Wiltshire

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Re: Mitsubishi model 2.0 (big pics)
« Reply #2 on: March 01, 2009, 06:12:29 pm »

Woah, My, Gawd

Bravo! looks awesome!
looks very sleek, and very realistic.
2 billion to the power of 5 times better than any car i've ever attempted to make.
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marshallh

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Re: Mitsubishi model 2.0 (big pics)
« Reply #3 on: March 01, 2009, 06:32:16 pm »

I wish I could get it a bit more less cel-shaded looking but I can't seem to get it.

Here's the car material:


envmap:


Old model before subdivision
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floyd86

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Re: Mitsubishi model 2.0 (big pics)
« Reply #4 on: March 01, 2009, 07:18:52 pm »

Nice wire, pretty clean modeling.
I think the toony look is because of you low rouge value. Try raising it a bit too like 5.

haiku

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Re: Mitsubishi model 2.0 (big pics)
« Reply #5 on: March 01, 2009, 08:02:30 pm »

that is very nice work i wish i could se anim8or like that
10/10
 ;)
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I love my mum

hihosilver

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Re: Mitsubishi model 2.0 (big pics)
« Reply #6 on: March 01, 2009, 09:48:18 pm »

The modeling is great, and looks nice and clean.  I do think you could add some reinforcement around the headlights, but otherwise it's looking pretty nice.
The materials definitely do need work, they look very toon shaded.  I have two different recommendations on how you could go about making this look better:
1.  Use the ART renderer.  You can then use actual reflections, this would go for the metal rims as well (as they currently look plastic.)
2.  Use a different environment map and change the material.  Whichever method you follow, you need to change the rough value.  A 0.1 value is the main cause for the cell-shaded style.  A material I previously used is:

Ambient: 0.00
Diffuse: 1
Specular: 1
Emissive: 0
Rough: 5
Brilliance: 1

Then I have an environment map (it's a cubemap, not simply an image), that is set to 15.  Of course don't necessarily follow this exactly as I said, play around with what looks good.

Most of all I feel you need to change the rough and brilliance values (increase the rough value and decrease the brilliance value), get a better environment map (preferably a cube-map), and increase the specularity (for that metal shine).
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floyd86

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Re: Mitsubishi model 2.0 (big pics)
« Reply #7 on: March 01, 2009, 11:18:07 pm »

An  ART render would be great yes. Try following hiho's examples and tweak the settings abit till you like it.
I have add a nice cubemap which i use alot, have fun!

marshallh

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Re: Mitsubishi model 2.0 (big pics)
« Reply #8 on: March 02, 2009, 05:39:18 am »



Gonna try out the ART renderer tomorrow.
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Tanzim

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Re: Mitsubishi model 2.0 (big pics)
« Reply #9 on: March 02, 2009, 09:49:11 am »

Very impressive and cleanly modeled as well.
Renders look great, but just one crit: your front headlights (not the orange ones) look a bit flat, and simple, perhaps adding a lamp to each hole and adding a mirror surface behind them will make it look more realistic (although I'm not sure which Mitsubishi you've modeled so I'm not exactly sure what it should look like).
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3D Joe Wiltshire

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Re: Mitsubishi model 2.0 (big pics)
« Reply #10 on: March 02, 2009, 08:07:17 pm »

Can't wait for ART render, the one posted above looks fantastic! from this angle i'd say it's the same quality as those seen in the newest Grand Theft Auto game.
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onespirit5777

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Re: Mitsubishi model 2.0 (big pics)
« Reply #11 on: March 05, 2009, 01:37:06 am »

For a metal look set the brilliance to 2 or 3, specular to 1 or lower, rough 8 to 20.

Shinny paint try using glossyreflector in the attributes- rough set to 5,000 to 10,000
or reflection and lower the Kr .8 to .3

Playing with reflection will give a faster render and you can also set the rough setting to give more or less reflections. rough setting set to 8 or 1000 will work almost like glossyreflector.

Don't be afraid to play! That is my motto! Start a different file and use a sphere to render your spamles
« Last Edit: March 05, 2009, 01:41:40 am by onespirit5777 »
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