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  • ferrari laferrari

    ferrari laferrari
    3dsmax + V-ray

    instagram: navid3ds

    #car #carendering #featuredartist #vrayartist #fullcgi #cgartist #digitalart #Ferrari #automobile #art #artist #design #visualart #visualizationartist #vrayrender #renderedinvray

  • #2
    Nice! Great colors,
    Bobby Parker
    www.bobby-parker.com
    e-mail: info@bobby-parker.com
    phone: 2188206812

    My current hardware setup:
    • Ryzen 9 5900x CPU
    • 128gb Vengeance RGB Pro RAM
    • NVIDIA GeForce RTX 4090 X2
    • ​Windows 11 Pro

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    • #3
      Originally posted by glorybound View Post
      Nice! Great colors,
      thank you

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      • #4
        Very nice. You could make some low-eye-level (frog height) camera. I think it would be great.
        If I may ask, where did you find the 3d model?
        http://renderus.com/

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        • #5
          Well...that kind of blue suits better on an Alpine car
          I'm joking...

          I think it's a great piece of work.
          Have you done everything?

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          • #6
            Its looking cool but here are some things I would change to hopefully bring it up a level. Im not going to feedback on the geometry since if its a bought model you get what're given, unless you spend ages modeling new parts.

            Renders are over sharpened. The edges of the super white reflections are too crisp and have no bloom to them. The lights also have no texture or falloff. In reality thatd either be a softbox, some kind of light volume, or the result of a spotlight being fired at a wall / ceiling.
            The choice of floor shader doesnt really compliment the car. Id go for something that is perhaps less noisy, with some reflection in it. The stones reflect into the body panels and create noise.
            Your blackout window ceramic shader has diffuse or reflection in it. These should, imo, be pure black and have glass reflection over the top.
            I would give the interior a softer, more generic shader. The shader in there now creates high contrast sharp reflections.
            The tail light shader has diffuse red in it. I havnt gone to look at any reference of the real car, but I can assure you they would look like red glass, rather than red plastic.
            Generally with lighting, you want to avvoid slapping a large flat light reflection on a car panel. See if you can offset it so it catches edges, and follows the design curves.

            I like the aspect ratio, but dont feel like you have to fill the entire frame fully with the car on shots like the top down and high front. Let the car have some breathing space around the edges. It feels very tight as a shot when the car almost touches the edge of the crop.
            If you dont get decent window reflections in your beauty, consider doing a separate pass. (A car photographer will shoot a capture for almost every part of the car separately) Some of the shots feel like there is no glass on the car.
            If the geo on the model isnt quite as detailed as it needs to be, avoid doing close ups of those areas. The headlight and wheels seem to be pretty basic, so I wouldnt do close ups. I would stick to wide hero angles mostly.

            Hope some of this is useful!
            Website
            https://mangobeard.com/
            Behance
            https://www.behance.net/seandunderdale

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