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Porsche 911 GT3 WIP

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  • Porsche 911 GT3 WIP

    Had some extra time and made a few tweaks to this project.
    The headlights are way off because I applied a new mat just before the last render.

    C&C please.





    Thanks,
    --Jon

  • #2
    well done but i think in a white ambient should look better anyway the modelign is good and materials also

    Comment


    • #3
      The carpaint Looks amazing!

      Gonçalo

      Comment


      • #4
        the car looks nice,. but the scale is way off. The texture on the ground makes the model look as if it is 3 feet long at the most.

        Also, the GI on the ground being so broad looks as though it is smaller as well.

        The paint does look great, nice job.

        Comment


        • #5
          Looking great! Paint looks fantastic. A few things the back fender looks a bit odd from the arial view maybe just the reflection, and the brake calipers are a bit off in color. Glad to see you put those blueprints to good use
          Eric Boer
          Dev

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          • #6
            All extremely good points and thanks for the compliments too Going to work on that stuff and I have a few questions.

            marowak: What do you mean by a white ambient? Ambient setting in material or environment? Or if you're talking about the classic studio setup with white walls, white floor and white soft boxes to light? I plan to eventually put this in a cityscape animation but I'll probably do some tests in different environments as stills.

            GoncaloP: Much thanks

            lordshaitan: I see what your saying. I think I have a diff mat in the city scene but if not I'll spend some time on it now that you mention it thanks much.

            RErender: Are you talking about where the fender meets the bumper? If so then I have to say that I don't claim to have the skills of the designers at Porsche but I can't believe I missed THAT

            I noticed that no one mentioned the taillights. Don't they blatantly look like bitmaps? I've tried a few approaches with falloff maps with no luck. Does anyone have any suggestions because building the geometry seems like a bit too much right now?


            Thanks again,
            --Jon

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            • #7
              I would only suggest to increase the gap between the door window and the one just behind it, 'cause almost looks like they are the same object instead of two separate ones.

              But overall, great work.

              Joao.

              PS and don't forget the cleaners in the front window (don't know the right name in english )

              Comment


              • #8
                Thanks twixel, and they are called windshield wipers here in America but I'm not sure in other countries

                It really amazes me some of the detail Suurland and others put into a car. I just want to get something that looks good for animation in the end but they are definitely a requirement.

                They are on my to-do list

                And I hope to get time to do the interior to an extent so I can have partially tinted windows.

                --Jon

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                • #9
                  Finally, car paint that sets the standard! As far as I'm concerned a first for VRay- congrats Jon! A superb effort.

                  Peter

                  Comment


                  • #10
                    I must agree, the car paint looks VERY nice!! what did you use? or did you make your own material? If so, wanna share?

                    Comment


                    • #11
                      Sure, it's my own material. It's a little messy now but here ya go

                      www.dtoxx.com/J_Bug/CarPaint.mat

                      I haven't had a chance to look into it yet but egz has made a scripted material for car paint that you can get from vray.info also.

                      --Jon

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