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Hash, Inc. - Animation:Master

photoman

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Posts posted by photoman

  1. 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.

    post-11793-1246723553_thumb.png

    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

  2. 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:

    post-11793-1246384848_thumb.png

    Photoman

  3. 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.

    post-11793-1246382896_thumb.jpg

    3:10:05 5pass 720p

     

    Canceled render with specularity off.

    post-11793-1246382927_thumb.png

     

    Fun headlight shot w/ slight DOF:

    post-11793-1246382999_thumb.jpg

     

    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

  4. 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 :lol:

     

    Photoman

  5. 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)

    post-11793-1246335305_thumb.jpg

     

    post-11793-1246335345_thumb.pngpost-11793-1246335334_thumb.png post-11793-1246335323_thumb.png

     

    Thanks for everyone that helped and pitched (Eric, Agep).

     

    Photoman

    Oh and the final patch count is 8685.

  6. 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

  7. 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 ;)

     

    post-11793-1245719561_thumb.jpgpost-11793-1245719567_thumb.jpg

    post-11793-1245719576_thumb.pngpost-11793-1245719617_thumb.png

     

    More coming up.

     

    Photoman

  8. Ok, I redid it using Stian's and Eric's way:

    post-11793-1245447520_thumb.jpgpost-11793-1245447526_thumb.pngpost-11793-1245447534_thumb.png

     

    I think I got it down, at least for the body/shell. I just need to tweek and add wheel wells and the interior and the wheels too.

     

    Thanks

     

    Photoman

     

    Note: Those patches that didnt render have hooks, AO doesnt seem to like that :(

  9. 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

  10. At the risk of sounding like a complete newbie (To late) how do you create hooks? I know what they are and how they work but I just dont know how to make them!

     

    Thanks in advance.

     

    Photoman

  11. 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).

    post-11793-1245377793_thumb.png

    post-11793-1245377800_thumb.png

    It looks better, but I need to work on the creases, crinkles and depth.

     

    Here is the blueprint Im using

    post-11793-1245377836_thumb.jpg

    Photoman

  12. 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.

     

    post-11793-1245299450_thumb.jpg

    So far

    post-11793-1245299474_thumb.png

    post-11793-1245299487_thumb.png

    Here is a shot of a modern Ford GT I am using as a visual reference:

    post-11793-1245299617_thumb.jpg

     

    I REALLY want to finish this model and not forget or lose interest in it.

     

    Photoman

  13. 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).

    post-11793-1245127483_thumb.jpg

    3x3 pass 1hour20min

     

    Wire

    post-11793-1245127536_thumb.png

    OpenGL

    post-11793-1245127553_thumb.png

     

    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

  14. 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.

    post-11793-1244804370_thumb.png

    Im thinking of using a proxy model to get the shaders right and then swapping and rendering. Should be interesting.

     

    Photoman

  15. Done! I finished it! Just in time too, because I "officially" get out of school today (Though no one goes to school today)

     

    The first skylight I took the godray light out and put in one of Yves skylight rigs to get a more even light.

    post-11793-1244620857_thumb.jpg

    post-11793-1244620971_thumb.png

    post-11793-1244620980_thumb.png

    Enjoy

     

    Photoman

  16. 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?)

    post-11793-1244495921_thumb.png

     

    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 :blink: )

     

    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.

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