Update Low Poly SU cars
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@kwistenbiebel said:
If you would take wishlists: the old Fiat 500 model would be cool.
That car has an edge to it which is nice to have in arch scenes...FIAT???? Mate we haven't seen a Fiat in australia since the 124!!!!
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@richard said:
FIAT???? Mate we haven't seen a Fiat in australia since the 124!!!!
...but what a beauty it is:
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it is a beauty indeed!
(ferrari may be expensive - but that little fiat 500 is simply gorgeous) -
I know, I know its edgy!!!
they always remind me of the movie the BIG BLUE! One of my fav's!!!
Actually a mate of mine has one and it is actually the only fiat I've driven - what a bucket!!! Though would like one myself to match my vespa!
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Some Fiat 500 exist at 3Dwarehouse
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If you taking requests, may I please ask for a Sunbeam Alpine?
Classic!!
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he he Richard ...Just wait some moments longer and you get to model all the cars that ever hit the market, by request.
I would limit it to cars that have "circle shaped head lights" e.g the 2 proposals above.
(That would include the old Porsche 911 , MG roadster,etc...) -
well, then my request will be the Tumbler!
oh dear, I simply love the mixture between hummer and lamborghini...
(and I cant wait for the next batman movie to come out at the end of july) -
plot-paris, I have a tumbler in my models already (modelled it last year sometime) I will look for it tonight if you want it.
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oh, that would be great! I simply love that vehicle!
and in one months time you have a new chanllenge - modelling the batpod
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@plot-paris said:
well, then my request will be the Tumbler!
oh dear, I simply love the mixture between hummer and lamborghini...
(and I cant wait for the next batman movie to come out at the end of july)What the hell is that man = maybe I need to get to the movies more!
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Richard,
It is the bat mobile in Batman Begins and The Dark Knight (July 18th by the way). You should definitely get out more! -
Mr solo what do u think is this close of what u were talking about??
i must sub&smooth it and make a interior and few details and is almost done
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Looing great so far!
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Just linked this to another thread and thought I'd quickly post to say sorry no updates - though something that bought to mind that I should get in and do this stuff!
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@richard said:
That is the beauty of them they are really light in SU yet will render really well. Well as long as you don't use them for close up!
That's the magic formula- I've been having pretty good success with extremely low-poly trees- simply a vertical png material plane (made from photographs) for the canopy and about 12 polys for a semi circular trunk- all set to face me. I've got 640 of them in one of my SU models and it still orbits pretty well on my average-spec laptop. VRay doesn't support png transparency, but I just make a clipmap for each tree type, load it in VRay and they render pretty well too, with nice soft shadows on the ground . It has saved me so much time not having to PS in trees to renders! Cars like yours would be very valuable for the same reasons- how are you planning to market them?
@richard said:
Not sure the same clip and weight mapping would work in Vray. I don't know my way around Vray so can't say! by the way these don't use any displacement just colour, weight and clip mapping.
AFAIK VRay doesn't support weight mapping so I'm not sure how I would go about blending materials- I suspect the easiest/only way would be to simply mark out the glass as separate geometry and just let all the other bodywork, bumpers, etc be shiny like the paintwork. Not fishing for a tutorial or trade secrets, but I'm very intrigued about how you make the maps. Do you unfold the geometry and then Photoshop the maps to fit? Surely you don't fix the UV mapping in SU?
I can't wait to see more examples- I've become a little obsessed with streamlining the workflow from SU to render progs, finding the balance between components that look good and work well in SU, but which also render well and IMO you have achieved that balance almost perfectly with this car!
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Hi Richard,
Just a quick update to say I was wrong about VRay not supporting weight mapping- it's done via a blend map and two diffuse layers/materials, probably in just the same way as Maxwell.
Dying to see the fruits of your labours- that Audi pic is still a real teaser.
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@jackson said:
Hi Richard,
Just a quick update to say I was wrong about VRay not supporting weight mapping- it's done via a blend map and two diffuse layers/materials, probably in just the same way as Maxwell.
Dying to see the fruits of your labours- that Audi pic is still a real teaser.
Hey thanks for the reply Jackson!
I'm not sure blending (vray) and weight mapping (maxwell/fry) might be the same thing?
In maxwell weight maps either blend materials by the grey weight (50% grey = 50% blend) or can exclude / include just like clipping.
For example with the car (audi) posted the the glass layer of the material will have a weight map that is white (255) for the glass areas and black (0) for all others. The other areas will be white with black for the window areas, though a specularity map will gloss or matt the paint / trim / tyres. However what I was working on was the grey areas of the weight maps where some layers may or may not blend.
I'm trying to get the whole car as one material so it is just dropped in scene and rendered without too much user fuss! If every part of the car assigned a separate material as commonly done now and opened in say maxwell studio the material list will saturate with so many meaningless materials: car glass, trim, alloys, tyres, car paint red, car paint yellow, number plate etc etc. It just becomes confusing in a large scene and one has to dig to find any important materials to be adjusted.
I'm thinking that if the car can be done in one material then the material list can be Audi silver, mazda red, nissan gold etc. Simple!
I've been working on even setting up the low poly interiors I use for exterior renders this way so that the materials for the exterior (the ones I want to edit) are easily found and the rest shows as Interior 1, interior 2 etc - at present even a low poly interior for this use may have 10-20 materials, more than the rest of the scene!
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