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Posts posted by photoman
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Hi! Ive been doin a quick browse of my hard drive and came up with a few previously unorganized projects. So.. I picked up this project first and I plan to finish it.
I started the old thread here: Here
I just did some atmospheric adjustments and lighting adjustments as well. I updated the grass with a better alpha map (soon do be better too). I also changed the skymap and a few odds n ends.
The render time is killer though, the screen shot below is after 10 hours of render time (was set a 1500x800 4pass, the first pass took 2 hours and it froze on the second pass) Its not the full render but a screenshot of the frozen screen and cropped.
More soon.
Photoman
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Hmm... does the light have specularity turned on in its optioins?
Photoman
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Thanks!
The red shadows are from the reflectance (right word?) off the paint, and are also due to the fact the car had no bottom and is empty
I wanted to render in radiosity to get some of that. Also some metals that are colored reflect their color on objects around them, but thats more of a caustic thing.
Ex:
Photoman
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Heres the radiosity render. The model had a high speculartiy and I had to rerender it and to make up for lost time I reduced the resolution.
3:10:05 5pass 720p
Canceled render with specularity off.
Fun headlight shot w/ slight DOF:
I enjoyed modeling the car and I have gained a wealth of experiance and knowledge. Mostly in modeling but also in radiosity (From playing with different scenes )
Thanks to all and Enjoy!
Photoman
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The wheels are giving me problems... I rendered those in a different project than the original. (It had the scene already) ... and in the orginal I had set the whole car up in an action window, and when I exported the action to a model, I lost half of my groups which held the proper shader for the rims so they just took up the shader that the rest of the car had (Paint), but... I didnt catch it til halfway through the render and I didnt want to lose the 50 or so minutes it took to render that (3x3 pass @ 1080p)
I plan to start the radiosity render before I go to bed... 1 million photons
Photoman
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Ok, I finished it. But by that I just modeled the outside and made the windows more reflective to hide the lack of interior. The wheels are the a modified versions of those that Tralfaz donated with his Gallardo model (THANKS). I can spot various flaws which should be fixed (spline issues on grill....) but Im counting this one done. I will probably come back to this project later and fix it up.
This is the beauty pass, with faked GI (I used a couple of point lights). I have set this scene up for radiosity (Everything is literally ready) but havent had the time to let it render (14+ hours guessitmating)
Thanks for everyone that helped and pitched (Eric, Agep).
Photoman
Oh and the final patch count is 8685.
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My god, that alien head has some of the best SSS Ive ever seen! Did you use A:M paint for it the other textures?
You are really a "Pro" modeler!
Photoman
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I partitioned my Macbook and windows ver of A:M runs just as fast from what I could tell, though it does make my computer hotter for some reason. Maybe Mac OSX has better management of ambient cpu time.
Photoman
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What do you mean by "polished movie look"? Try rendering at 24fps, thats what movies are filmed at.
A faster system will speed up the render time. The increase in speed is relative to the upgrades to your hardware.
Photoman
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That sure is an amazing model!
When you render it does it take a few (5-30) seconds to "find patches". I ask this because when I used a 500k patch terrain model it took a good 30 seconds to "find patches" (almost like "calculating patch visibility") then it rendered really fast.
Photoman
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Minor Update.
I did some additional modeling (Not much unfortunetly) and I set up all the materials in the car (Paint, Environment, Chrome, Windshield, etc) Though I didnt add shots of those to the thread.
The model itself still needs a lot of work, little things that add up to a lot.
I hope to have more soon since its summer and no school (Yay) but I may have to work this week so who knows
More coming up.
Photoman
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Looks good so far! Did you model those trees, they look great!
Photoman
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Thanks!! That seems like a more logical approach, I will have to try that!
Hmm It seems that you topped all my modeling in just 10 minutes
That definitely helps! This will be my 3rd restart on it, though I am in it more for the experiance, knowledge, skill, etc than for the model itself.
Photoman
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I realized that my model is patch heavy, I will try to weed it down a bit (To get the curves/surfaces smooth) Then I will add more if needed.
I scrapped most of the original model and tried again (I kept the side splines).
It looks better, but I need to work on the creases, crinkles and depth.
Here is the blueprint Im using
Photoman
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Looking at Stians amazing truck model I got inspired to model a classic mid 60's Ford GT40.
This is the first time I have even attempted at modeling a car so I am going to have a lot of questions.
I downloaded some blue prints and did a quick once over on Xtaz's car modeling tutes as well.
So far
Here is a shot of a modern Ford GT I am using as a visual reference:
I REALLY want to finish this model and not forget or lose interest in it.
Photoman
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The T-shirt link is broken
Photoman
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Rerendered at a higher resolution. This is at double Panavision (4x the amount of pixels). I also did a few tweaks on the material, the material isnt very advanced, I could spend many a more time making it better (Like using bitmaps and different bump maps etc).
3x3 pass 1hour20min
Wire
OpenGL
SO..... this is definitely an animatable scene, A:M renders those patches so fast that it leaves burning time marks on my desk (Bad Back to the Future reference)
Photoman
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Ok got around to setting this up. Sigh I was too lazing to create a proxy model so I just setup everything* with the Super Terrain!
*I used a 100 patch model to test the material
Surprisingly it only took 18min10sec to render this at Panavision (2048x871) 5pass
Hmm I will have to tweak some more but hey it works and looks good
Photoman
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The best method is to start A:M up with the disc in and then take it out once A:M is booted up. I have to do this with my macbook fairly often (A:M v13 Disc)
Photoman
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Hi! I was recently browsing the forum and I came across this program: AM Terraform
I quickly rebooted onto my windows partition and loaded it up. I then created a quick terrain and exported it as a A:M Model. Then switching back to my Mac side I booted up A:M and loaded the model.
First of all the model is 63mb. So after about 10min of intense processing and loading A:M opens it. It runs at 1.5 SPF in wireframe and about 25 SPF in shaded. When I go to raytrace it takes about 30 seconds to "calculate" the patches but after that it goes quite fast.
Im thinking of using a proxy model to get the shaders right and then swapping and rendering. Should be interesting.
Photoman
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Half update.
Did a little work here and there.
-John I did move the lockers themselves up but at my school if you get a bottom locker you get used to meeting the floor
This is just a RADIOSITY test. Took AGES to render even that far so maybe not the best type of render engine for the scene (AO maybe?)
I am currently CRAMing for my Chem honors final tomorrow morning so probably not much more tonight (Got my caffeine soap, coffee, coca-cola, and my toothpicks, Im ready )
Photoman
PS I set the basic Hall module in a action. That way each section acts like a model versus having to put together 6 models per section in the choreography.
You just gotta love A:M
in Work In Progress / Sweatbox
Posted
Yes it can. Ive used this plugin various times before.
Mtpeak, where do you get the branch alpha's? They look real good.
Photoman