Decided to take a break from modeling these and do some renders, still a lot of detail to add, fences, curbs, etc. Motion blur look right?
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Race Scene:
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who drive the cars? remote control?
Nice image, but can you add mblur to the shadows?
Jose
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VERRY NICE.
Beyond the minutia that everyone's mentioned, I think it looks good enough to go on the big screen
Any comments on the environment and Could it be the camera you're using that's causing the right side of the formula1 car to look strange? If so I'd say keep it because it probably looks badass in motion.
Great Work Keep it up
--Jon
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Thanks for your comments
The tires are the same size, I promise, I agree it looks larger
the C.A.R.T car (open wheel) is still very ruff I just pulled it from my archives to give the audi some company, but I think I will finaly finish it.]
Drivers are coming, at least their heads and arms.
the C.A.R.T car does look strange no matter how you see it :P
They will be animated from the corner on. I plan to make it look more like a racetrack too.
Tires are a little smooth, I'll do something
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Worked on the open wheel a bit, well, trashed the fuselage and started over... Texture mapping is next to be fine tuned.
Lighting set up is a little different Direct for the sun, also a renderable sperical vraylight "sun"(low multiplier) to get some highlights and the background jpeg is mapped cylindricly as the skylight.
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just a feelling but in the last one (and in the 1st one a bit too) its seem that the prototype car is racing at Indianapolis 500 and the CART one is watching a cute girl side the road
Just a feeling, maibe its your idear to get the sensation that the prototype is passing the CART. But the CART dont have that 2 fast 2 furious sensation
maybe a DOF or motion blur thing. I dont know too much, just me impresion. Hope its usefull.
Great image!
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Helmet tutoral:
1. Got to images.google.com search for "racing helmet" find a nice front and side shot of a helmet.
2. create two materials one of each view,turn on show in viewport. Create two planes , apply the materials you made and then apply UVW mapping to each, choose "match bitmap" and select the corresponding bitmaps.
3. rotate the planes so they are perpendicular to eachother. Scale so the views of the helmet are the same sizes.
4. create a sphere, in vertex mode, move the verts to match the profile of the hlemet, alternate from the side and front views.
5. when satisfied with the shape (close is good enough) then apply UVW mapping (planer) to the side of the sphere and apply the side view material. Adjust the mapping to fit the sphere/helmet.
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