Been Messsing About...

thats good, you may wanna work on more real shaders/materials with GI rendering, perhaps even some HDRI from the orginal footage, and some shadow pass for sure.

Keep up the good work!
 
what does GI rendering mean?
there is some HDRi thing IBL lighting.
I have tried to cast shadows too, but I could not manage it... :( I think it is not too necessary, is it?
 
GI = Global Illumination,

"Global illumination algorithms used in 3D computer graphics are those which, when determining the light falling on a surface, take into account not only the light which has taken a path directly from a light source (direct illumination), but also light which has undergone reflection from other surfaces in the world (indirect illumination)." [1]


Its more CPU intense, but the results are much more photoreal.


[1] http://en.wikipedia.org/wiki/Global_illumination
 
Need help With UWV Unwrapping!

Anyway More WIP:

(Got side tracked from the Car project)

Quick Render:

3d_flower.jpg


Wire Frame:

3d_flower_wire.jpg


Anhar
 
Since you posted car modeling, allow me to contribute my own work... of course as always unfinished!!
I believe you all can tell which car is it. Otherwise I should be thinking of droping out of this job.... :crybaby: ...

02.jpg


01.jpg
 
Audi TT ? hehe :cheesy: thats great stuff, take care with some of your vertexs looks like in some places they *may* not be welded to gether or some other stuff is going one (please note I aint no expert, just my 2 cent!) :costumed-smiley-047

Well, as for being side tracked, I was doing that BMW M5, if you go back a few pages, but as you know with life, you got jobs to think about, stress of social life . yada yada this and that... I just woke up and felt like *damn* I feel like modelling a flower.. and thats how I got side tracked, sure I could have use that same time to make progress on the car. But hey the more I model the more I learn. :Drogar-BigGrin(DBG)

Anyway you know whats its like, writers often call it "Writers Block" I call it "Modelers Block" you just don't feel like progressing on the modelling.
 
Anhar Miah said:
I just woke up and felt like *damn* I feel like modelling a flower.. and thats how I got side tracked, sure I could have use that same time to make progress on the car. But hey the more I model the more I learn. :Drogar-BigGrin(DBG)

Anyway you know whats its like, writers often call it "Writers Block" I call it "Modelers Block" you just don't feel like progressing on the modelling.


Yeah, but Modelers block can take you away for weeks. :Drogar-BigGrin(DBG)
 
Anhar Miah said:
Audi TT ? hehe :cheesy: thats great stuff, take care with some of your vertexs looks like in some places they *may* not be welded to gether or some other stuff is going one (please note I aint no expert, just my 2 cent!) :costumed-smiley-047
.

I'm no expert either! The techique with blueprints is very difficult, needs ages to adjust the vertices correctly.
 
Some more stuff:

The Gallery:



The_gallery.jpg


The Wire Frame:

Gallery_wire.jpg


I dislike Interior stuff, but heck you have to learn to model everything.

Anhar
 
Nice work. For more realistic looking renders (not saying your work is poor) break up your reflection and specularity with grunge/alpha mattes in spots. Imperfections in surfacing can really sell a render.

For example, this is a render one of my students did in Lightwave a year or so ago. The back of the ipod is scratched , dented, and whatnot. We took his actual Ipod, scanned the back of it, turned that scan into a B&W high contrast (inverted) and then applied that to the reflection surface. There are NO surfaces other than a base gray on any of the polys. The logo, type, letters, scratches, and everything visible came from simply cutting out the reflection.

The side has no matte to break up the reflection. There is quite a difference from the side and the back.

ipod.jpg
 
Rapier_100a said:
Spline modeling is definately the way to go for certain non-organics. Some would argue you can do facial modeling with splines, but I usually don't see the point (forgive the pun).

Great work so far.

I love spline modeling. My long-time tool of choice has been Animation Master, which only uses spline patches (until render of course). The models can be infinitely smooth without subdivision surfaces. Facial modeling, as well as total character modeling is its forte.

Many features of Maya and Softimage were on AM going way back. The company just prefers to remain small and is still relatively unknown. Do a search for "Killer Bean 2" if you want to see some nice work in it by Jeff Lew, who has to use Maya for work, but uses AM for his personal stuff.
 
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