Multi-storey car park

While waiting for comments from a client, started playing about this morning testing different methods of unwrapping uv’s. (I’ve never used it before)

5 hours later I got my comments, so I sent off a render as it was, and here it is! I’m not happy with the floor material, but I’m not sure i’ll have time to change it :frowning:

Settings are nothing special, standard camera, reinhard & some vray lights.

I didnt model the car - that was from an old scene merged in.

cool gritty! luv the lights

the kerb could do with more points in the spline. me just being picky

Yeah I noticed that one a little too late…

I may keep this scene for whenever i’ve got a spare hour, just unload as much detail as i can into it over time. In 6 months it’ll look like a bomb has gone off, with cabling and air conditioning pipes running everywhere :lol:

Car looks great - As you said the floor needs some work but the exposure looks great - love the bit of chroma split at the edges!

How, cool looking!

Rad.

Is there any bennyfit to using unwrap uv? Ive not used it. I think its so you can paint straight onto your surfaces in PS rather than applying a UV in max and ajusting it to fit. Ive just answered my own question. I agree, its much better. In fact im going to attempt to use it now to make some bagels for brekko.

Edit: I can now confirm the unwrap uv tool is not great for making breakfast.

Not in most cases - takes a bit longer to set up and get going, but gives a lot more control. The walls that curve up and away from the camera (and down) would have been a nightmare to map properly without it - i’d have had to cut it into sections and use loads of angled planar maps.
Theres a chance it wouldve still been faster that way, but this way you keep your object really tidy and get a lot of control over map positioning.

It’ll be useful for modeling existing buildings/photomap work.

Very nice work indeed…has a great atmosphere to it.

looking nice!

maybe a dump question, but shouldn’t the dirt have to come from the ground? i mean the textures on the walls.

Er… it’s underground and the ceiling is dodgy? haha. Probably right - wouldnt be that strong, but I got carried away as I dont get to play with dirty things much.

not if its damp being drawn down the walls by gravity.

Fantastic image. For added realism, maybe consider more bloom on the lights? If it were a photo, it would be a long exposure and I would think the lights would glow more… but in that case, there would probably be more motion blur on the car. Regardless, great work.

I can almost hear the tires squeaking across the floor. Nice work!

really like it, you managed to create a proper movie “atmosphere”, which is something I often try, and always fail to.
if anything the only thing that bothers me a wee bit, are the neon lights. I think they might be a bit stronger with bloom and all. the reflections on the car and ceiling are brighter than the lights themselves, which looks kind of weird to me.
just nitpicking here though, great images.

RedBug

Hi there

I have a little suggestion. Try adding a bit of green tone to in PS which will increase the creepiness, also a bit of green tone is suggestive when simulating a place where the lighting solutions are supposed to be budget. In real camera also catches a bit of green tone in lighting situations like these.

Rest all looks awesome.

Cheers,
Vik

Very nice work. Although I think the U-turn is a bit narrow to make in one try :wink:
The textures on the walls looks really good.

Some good crit to go off next time I open this. :slight_smile:

Clifton/rivoli - The visible part of the lights is a vray light material, but after making them I went and changed the light itself quite a bit and forgot to update my mat, thats on the to-do list.

Vikrant - On that right away, good idea.

Drjan - er, yeah. I realised that after it was done when I was trying to animate the car, I was going to do it with the craft animation tools and drive it round but it couldnt turn enough… (dont tell anyone)