Artwork > Finished Works and Works in Progress

audi 500

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megapheesh:
@siragin-  nah i dont really plan on foolin with the interior much, still have too much to learn just trying to make the exterior look right haha  (for me, paint is a really difficult thing to understand )

@dwsel - the car is simply based off an r8.  it has similar dimensions and I did use a blue print side view of an r8 to get general ratios correct.  the windshield//lights/tires etc are all just for getting proportions correct

its still a rough model and need a lot of work but i think i have the shape im looking for.  keep watching and giving tips where able!  thanks guys

pheesh

megapheesh:
havent had alot of time, but here is whats been done in the past couple days...

still need help with methods of makin the paint of the car look realistic, can it be done IN anim8or?

ENSONIQ5:
Simulating car duco is a particularly difficult thing to do, if you are after ultra realism.  The problem is that modern automotive paint surfaces are very complex, usually with a clear coat over a flat or metallic base colour, and if you don't at least try to replicate this you'll end up with a plastic look.

I have attached my best attempt at this, which still falls short of the mark.  In this image there are two objects making up the fender: a base model with a blue paint material, and; an upper model with a clear material that simulates a clear lacquer.

The material specifications are: -

Blue duco:

Ambient=.3
Diffuse=.7
(colour for both 2,64,180)
Specular=.6 (colour white)
Emissive=0
Rough=15
Brilliance=1
Trans=1
Attached 'OrangePeel' texture applied to Bumpmap, value=15

Clear lacquer:

Ambient=.3
Diffuse=.7
(colour for both 245,241,228)
Specular=.3 (colour white)
Emissive=0
Rough=1000
Brilliance=1
Trans=0.1
ART attribute: specular, value reflection.

So, the blue underlayer is flat with no ART reflection attributes, but provides a light bump simulating the sprayed-on appearance of paint (the UV map of the fender was adjusted so the bump map was very small, providing a light grain).  The upper reflective layer is providing the actual reflection, which is unaffected by the bump since it is applied to the outer model layer.

I don't know whether you'd be happy with this method, it might be problematic on a full car body (for instance, you'd most likely want to map the UV coords of the grain texture so it doesn't stretch anywhere).  You might also have some luck with the Glossyreflector attribute (which was used to create the rough, silver metal on the wheel rim, from where the valve protrudes).

dwsel:
I have a lot of ideas lately ;)

Can you remember that post http://www.anim8or.com/smf/index.php?topic=3906.msg28179#msg28179 about car paint? I think I got highly inspired by this thread http://www.anim8or.com/smf/index.php?topic=4124 and I believe I can make this procedure even simplier if you don't want to bother with multiple layers as I or ENSONIQ suggested.

The idea is to 'unroll' the sphere and use the texture as 100% environment map. It's the quick rendering method used by Sculptris or ZBrush. Here's the result of applying this method to my carpaint example and environment map used for the task.

dwsel:
Continuing... (sorry for double post, but I have a lot of attachments)

You may basically pick any sphere and unroll it to have your base material. It's very simple to do, but main limitation is that the material will not be affected in any way by environment - shadows and reflections won't be cast, unless you mix with your environment map some diffuse, specular and reflection. Things will not be accurate any more, but it will blend a bit better with your rendering studio.

Here's environment map derived from the sphere posted on this site: http://www.cgnotebook.com/wiki/Mental_ray_for_Maya_mi_car_paint_phen and results of rendering below.

1. 100% environment map
2. 75% environment map mixed with some diffuse and specular (red/oragne/yellow shades) rendered with scanline
3. roughly the same as above but rendered in ART with specular reflection attribute (you can see some reflections inside the helix)

and the source file.

@ENSONIQ5
I wonder how your material looks when rendered on the sphere. I remember this car image was made for one of Anim8or competitions :)

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