Rogue Renders!
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What render preset have you been using for these..??
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If in preset you mean setup I have been using the default..
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By render preset, I mean the various render presets available in KT...
Reason for asking is that your renders look very CG-ish to me...
I suggest that you start try using one of the PM presets (no. 3 - and I'm sure you'll notice a big difference... -
nice renders rogue which ones up there are made by you?
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@frederik said:
By render preset, I mean the various render presets available in KT...
[attachment=0:17ueor9i]<!-- ia0 -->KT-presets.jpg<!-- ia0 -->[/attachment:17ueor9i]
Reason for asking is that your renders look very CG-ish to me...
I suggest that you start try using one of the PM presets (no. 3 - and I'm sure you'll notice a big difference...I have it set to custom settings but the only thing i have changed is the sky...so its still on the normal settings/setup. Thnaks for the advice, I'll try it asap
@rayochoa said:
nice renders rogue which ones up there are made by you?
If you mean renders I made all of them, if you mean models you can find that information on my website:
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@unknownuser said:
I have it set to custom settings but the only thing i have changed is the sky...so its still on the normal settings/setup. Thnaks for the advice, I'll try it asap
Whatever render preset you choose and then change anything in the render settings, it will become a "custom" setting.
So to choose a preset and then modify it, do the following
- choose as preset (any of the Photonmap ones Kim is suggesting - they're still fast)
- don't start the render but press "Apply" then exit the render window
- make any changes in the render setting you wish
- go to the render window again (now you will see "custom" again)
- don't change it to anything now but start rendering.
Ray tracing is really for quick previews (say checking the viewport, directions of shadows, size of materials etc) but does not do light bouncing for instance just uses direct light (correct me, Kim, if I'm mistaken - I haven't touched Kerky for months ).
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@gaieus said:
(correct me, Kim, if I'm mistaken - I haven't touched Kerky for months ).
You're absolutely right, Csaba..!
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Thanks all for the advice. I am still mucking arround in Kerkythea and all the work I have done can be seen above and on my website. From what you can see its not a lot but it can only get better
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Wow, nice models! What sort of poly count are you achieving with these?
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@jackson said:
Wow, nice models! What sort of poly count are you achieving with these?
Thanks, I am currently making models with up to about 45,000 poly's. Most of the models above range from 15,000 to 30,000 but one or two, such as the M14 and Falcon Coupe, sit at about 45-55,000
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Wow, most of the low poly cars I use are around 5000 faces, but then they don't look as good as yours and the interiors are very minimal.
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I have noticed when I started modeling my models were at about 2,000 to 7,000 but I have begun to add more and more detail resulting in much more poly's. I also model my own wheels, I use a circle with 100 sides so they, themselves, can reach about 5,000. I also model most of the running gear, engine and under body of the car too. Here are some quick images of these things:
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Ahhh, it's the wheels that are the killers- are you sure those little radii on the rims are necessary- they seem a bit extraneous unless you're doing extreme close-up renders. Not a criticism, I'm just a bit of a low-poly obsessive as I often have to put tons of trees, cars etc into large urban models, always looking for ways to keep my larger skp files workable. Beautiful models- are they worked up from elevations or just photographs?
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@jackson said:
Ahhh, it's the wheels that are the killers- are you sure those little radii on the rims are necessary- they seem a bit extraneous unless you're doing extreme close-up renders. Not a criticism, I'm just a bit of a low-poly obsessive as I often have to put tons of trees, cars etc into large urban models, always looking for ways to keep my larger skp files workable. Beautiful models- are they worked up from elevations or just photographs?
I am a bit of a detail freak too but I'm the other way with it. If I can add more detail to make it more realistic, I will. Wheels are often a focal point of a car, if they look like c#@p then most people won't look twice at it but if they are clean and attractive it makes the car stand out that much more.
Most of my models are built up from blueprints either done by me or from cars I really like. I have modeled one or two from just photos but I find it a lot more difficult. Although with many blueprints, they often are not in proportion and that can lead to a inaccurate model. I have also modeled a few from scratch, most of my older models are scratch built.
Here are a hand full of WIP's:
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Fantastic, thanks for the description and images.
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No problem, any time.
Now that i mention it, I am offering SketchUp help on my website, kind of a Q and A. People just send me a SketchUp user query or a question relitive to SketchUp and I will respond with as much info as I can.
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im using the same technique as you right now and im pretty happy with the results i get. and about unproportional blueprints its all the matter of the scale tool.
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I use the scale tool. I match up all points as much as possible but sometimes the bits inbetween are off by a bit and it can often make a model look a bit odd. Like with the falcon im building. The front and rear of the top and side view match perfectly but a few details in between dont.
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I like this next car soo much, its the Ford Visos Concept:
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And here is the Ford Falcon BA:
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