Comments: 43
brandonseaber [2009-01-24 12:33:25 +0000 UTC]
really nice but the front wing seems a bit off tbh
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Deansta In reply to brandonseaber [2009-01-24 15:38:35 +0000 UTC]
yea it is a bit off. its obviously WAY off now as i modelled this on the original launch design of the MP4-22 and they revised the wing dramatically quite a few times over the season and of course, this year they have completely overhauled everything!
i prefer this render anyway - [link]
thanks though ^_^
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quikmasta In reply to quikmasta [2007-10-13 23:43:21 +0000 UTC]
haha wrong one ... ill copy n paste ignore this
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Deansta In reply to Slavche [2007-08-14 09:23:27 +0000 UTC]
ROCK ON"!!!!!!HAHSKJASHDASJHDAJKH!!
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drewbrand [2007-08-03 13:22:10 +0000 UTC]
Looks like you've gotten plenty of good advice already.....not much said that I wouldn't have.
Keep at er
Drew
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musicman123 [2007-08-03 08:38:32 +0000 UTC]
Nice model. I would change the materials you used for the tyres. As for image based lighting (HDRi) there are a few plugins available for maya that enable the full integration of HDR images so that you can use them as a light source. Take a look at [link] . There are some good tutorials and HDRi's available on there. The makers of the Spheron camera also make the plugions to fully integrate the HDR images into maya. Just remember, if you are using a HDR to light your scene, global illumination must be enable, and any other lights in the scene must be turned off.
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musicman123 In reply to Deansta [2007-08-05 20:57:04 +0000 UTC]
No probs mate. If you use an area light, or a spotlight with a wide cone angle and diffuse, it should blend in with the global illumination pretty well (as if you havent added any additional lights. Alternatively, you could use luminous geometry (a large polygon with highly luminous qualities). As well as Lightwave, I use Luxology Modo. You can use luminous geometry to great effect in Modo, and the Global illumination settings are very powerful. It also allows you to select a number of different render passes for different surface qualities, which you can composite in Photoshop, or whatever program you choose. It also allows you to select the 'ambient occlussion' which allows you to boost the shadows to make them look more real.
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musicman123 In reply to Deansta [2007-08-07 08:56:48 +0000 UTC]
Do you use a separate render engine? If you can get hold of V-Ray, Mental Ray or even Maxwell Render, I'd give them a go; especially Maxwell Render. There is a big market place for maxwell render on next limits website, which is full of good material presets, and as far as I am aware, they are free.
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musicman123 In reply to Deansta [2007-08-07 20:30:47 +0000 UTC]
All the separate render engine does is render your scene better tahn the programs native render engine. V-ray and Mental ray are direct plug-ins for 3D programs (primarily Maya and 3DS MAX). As you are using Maya, Mental ray is probably the better option. Maxwell Render is a separate program, but all you do is load your Objects/scene into the layout. Maxwell is very powerful, as it simulates real lighting conditions. You can even select what part of the world you want your render to be simulated, time of day, month, year etc. Lightwave has a plug-in called 'sky tracer', which does a similar thing to this, but not nearly as well, and you can't use your Maya models in Lightwave. The other cool thing with Next limit applications (maxwell render) is that it allows you to select your primary 3D application so that all of the main short cuts are the same as you already use.
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musicman123 In reply to Deansta [2007-08-08 13:26:57 +0000 UTC]
Take a look at [link] . I think academia are going to start selling open student licences too. If you need any help or advice, don't hesitate to ask mate.
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plastichead [2007-07-30 17:45:25 +0000 UTC]
hey hey
the plastic/carbon fibre/whatever it is looks lushly textured, maybe that's cos it's really smooth in real life?
like has been said, the tyres looks untextured, like thingy said, it's probably a lot of lighting...
the colours and picture mapping (?) on the side of the car is awesome
a silly little thing... the front of the car looks funnily shaped? i imagine it's because that's the shape it's sposed to be, but i dunno
Good job booooiiiiiiii
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Deansta In reply to plastichead [2007-07-31 15:43:54 +0000 UTC]
thanks ^_^ im glad you like the liverys on the side ^_^ its my first time layering shaders so i learnt a bundle. took me forever though yo!
the tyres are uber textured. but yeh, think the lights pull the definition away. i hope to try and sort this when i use different lighting for my next render. glad u like the carbonfibre ^_^
yeh the front is weirdly shaped. i followed the curves taken from photos, and yeh, the real one is shaped quite weirdly cuza aerodynamics n such.
but yeh, thanks a boonsh! x
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plastichead In reply to Deansta [2007-07-31 17:38:53 +0000 UTC]
actually, now i look at it, the flat bits by the cockpit look kinda funny... maybe a little toooooooo shiny?
the tyres... are they textured differently on the walls and the tread? cos i think they should be...
yum yum yum
cookie crumbs
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Deansta In reply to plastichead [2007-07-31 20:43:27 +0000 UTC]
yeh, they are textured using photos i took when i went to the F1. the tread is made up of a series of photos that i took around a display tyre and then wrapped round and the side of the tyre is a single photo which i cut into a torus shape and project on the side of the object.
that what u mean yo?
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Deansta In reply to plastichead [2007-08-02 13:40:21 +0000 UTC]
yeeeh it was. ever ever probably. i was like this "whow this is the best thing ever"
i saw you yesterday. you were drunk and sexy
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Nbe [2007-07-29 12:21:01 +0000 UTC]
nice modell so far.
i think the wheels are to shiney and need to be darker.
but yes to see how nice it really is, we need an environment..
i like it so far
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Nbe In reply to Nbe [2007-07-30 12:07:28 +0000 UTC]
ah and i forgot, if u need some hdri maps ect. ask me
icq : 413 181 719 or note me...
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