Hey,
I just finished a car model on ST 9.7 and would like some feedback. this project was spnsored byford.
This is my 2nd semester using alias..and my 1st car model.





cheers all
Edited by hzraikat on 01/03/02 08:32:37 PM.
Hey,
I just finished a car model on ST 9.7 and would like some feedback. this project was spnsored byford.
This is my 2nd semester using alias..and my 1st car model.





cheers all
Edited by hzraikat on 01/03/02 08:32:37 PM.
modelling looks interesting, but some cleanup is needed.
work on your rendering/lighting

cool, please tell me what kind of cleaning..i always want to improve..its my 2nd semester using it..and im always looking for ways to improve my modeling.
Please tell me about the clean up, and also about the lighting...what is wrong with it..(i know its not the best) and what i can do to fix it..and what ways it should be...
And any tips you have ..
Thnx in advance!
cheers
p.s was the cleanup needed due to the fact that my renderings were set to medium quality? i had to use medium rendering due to lack of time.
you need to put the fine details of the cars trim in there. the cabin looks almost like its a texture map and not modeled.
your model is good, and has good shape, but adding all the real details so they can catch light will really punch it up a few notches.
keep it up.
yeah the interior isn't detailed as i didn't havea lot of time to do it. thnx
I didn't get this part though, when you said, "you need to put the fine details of the cars trim in there"
what do u mean by 'cars trim"
thnx
like where the door meets the body, where the windows meet the frame, theres little modling in there that arent that hard to model.
also, you really need to crank the anti aliasing quality of these renders.
sorry what kind of modeling? u mean make the edges round? if so i did...if its not that, please tell me. About the anti aliasing, yes i need to check that option. thnx 
This is a pretty good model but I tend to agree with the other posters that some tweaking is needed to make a really good render.
1) I'd use a higher level of anti-aliasing if I were you, there are some very grainy areas which look like they haven't been sampled enough. This will improve the quality of the render.
2) I don't think the lighting is at all bad but try to to look at car photographs and see how the pros do it. The last car shoot I saw was lit with banks of photo-floods being fired into an infinity-cove in which the car was parked which created an ambience with a giant softbox suspended at an angle in front of the car to create those big white highlights you always see and then a grey cloth hung underneath that to add some contrast.
3) Your metal texture on the wheel hubs etc looks more like painted plastic than metal to me (perhaps the car has plastic hubs?) If it is supposed to be metal a good simple recipe is a blinn surface with a low diffuse value, quite a strong specular component and blurry reflections. If you're feeling like pushing the boat out adding a fresnel modifier to the specular and reflection levels so the amount increases with the angle of incidence would add a professional final touch.
But basically pretty darn good, just some tweaks required 