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AC Ace
show user profile  herfst1
This is the first car I've tried to model: AC Ace. All crits (positive and negative) are welcome.

NOTE: The background is temporary (made in 2 minutes using CityScape) and will be worked on, I changed the front grill of the AC Ace to a AC Cobra since it looks better and I still have to finish modeling some car parts like the exhaust, door mirrors, badge, etc.

read 413 times
11/5/2011 11:19:18 AM (last edit: 11/5/2011 4:14:58 PM)
show user profile  jareu
very nice, I like it alot! Looks like the body could do with one more smoothing subdivision and some grass wouldnt hurt, but looks great for a first try! :)

He who says it cannot be done is interrupting the man doing it.

read 395 times
11/5/2011 11:49:26 AM (last edit: 11/5/2011 11:49:26 AM)
show user profile  keattchb
Nice, its a lovely car to model. You can tell by the reflections that the surfaces are smooth and curve exactly where they should. i think it looks great so far, if somthing stands out to me its the limited detail in the wheels and tyres but you've already stated that some details need adding, i think this will be a great model when completed! Keep us updated with progress! :)

read 391 times
11/5/2011 12:04:21 PM (last edit: 11/5/2011 12:04:21 PM)
show user profile  herfst1
Thanks for that... A couple of questions, though:

@ Jareu, what would you recommend as the fastest / least processor intensive way to create grass? I assume alpha maps, but that would be a pain to paste in and would most probably have tiling issues. Also I know you can use hair and fur but that's heavy on my ol' laptop.

@ keattchb, believe it or not the wheels are detailed you just can't see it from the poor lighting / rendering (that was strategic as they look crap). My question is the rivets. I know bump maps are used to reduce poly-count for details like that but would they give a realistic enough result?

I feel stupid asking this... With glass (windows, lights, blinkers) is it best to use mental ray glass or should I use a standard material, reduce the opacity and apply gloss? As you can see the window is giving off a weird, rough diffuse.
read 367 times
11/5/2011 4:07:06 PM (last edit: 11/6/2011 1:09:02 PM)
show user profile  herfst1
Okay, so I did most of what I wanted. Here are some shots.

read 314 times
11/6/2011 8:36:35 PM (last edit: 11/6/2011 8:36:35 PM)
show user profile  Paunescudanutz
The rivets could be real geometry i guess, fastest way to do it, and highest quality
IF you are using mental ray for rendering, you should use Arch and Design materials for photorealistic results, specially the glass, takes longer to render but gives better results with low effort.
Don't know what your goal is with this shot but personally I would try and composite the car onto a picture of a real environment, the model is nicely done, don't risk ruining it with a poor background.

Edit: changed mental ray material with Arch and Design


<---~( Daniel )~--->

read 303 times
11/6/2011 9:46:12 PM (last edit: 11/6/2011 10:30:42 PM)
show user profile  herfst1
@ Paunescudanutz Thank you for your detailed reply.

In the latest shots I resorted to using an (almost) transparent material for the windscreen as it was giving a weird result using mental ray glass. Basically the front side of the glass was fine, but from the driver's perspective it was completely opaque. I tried taking off the shell modifier but no luck. Just thinking as I'm writing this... maybe my normals weren't orientated outwards?

Regarding my goal... I want to use craft director to have the car travel through a forest to a city and have it change from day to night correspondingly. So these backgrounds are just a test. But thank you for your input. Funny thing, seeing it through your eyes I suddenly realize how crap they look.
read 296 times
11/6/2011 10:03:43 PM (last edit: 11/6/2011 10:03:43 PM)
show user profile  Paunescudanutz
I noticed 1 thing in my previous post, by mental ray materials I meant Arch and Design (NOT Architectural). Arch and design has like 3 types of glass, try each one of those and see what you get.


<---~( Daniel )~--->

read 289 times
11/6/2011 10:27:54 PM (last edit: 11/6/2011 10:27:54 PM)
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