| Car Paint on Non Carshaped Objects |
dd |
a little better, keep going
 http://www.max3d.org
read 376 times 3/15/2008 2:59:38 AM (last edit: 3/15/2008 2:59:38 AM)
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Kajico |
a little better, keep going
Well it would help if I got some critiq on what to improve on :P It's 4:30 am here and my mind isn't seeing all that may need improving.
read 373 times 3/15/2008 3:02:26 AM (last edit: 3/15/2008 3:02:26 AM)
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mrgrotey |
Im a little confused with this one. Is it meant to be a 3d badge? if so why are you using what seems to be a toon shader on it? or is it meant to be a transfer badge? if so why are there shadows from the light behind the flames?
Maybe try to add some metal flake into the paint? being this close you havent got the form of the car to give the highlights that giveaway the car paint effect, therefore you need something else I feel.
read 369 times 3/15/2008 3:19:00 AM (last edit: 3/15/2008 4:05:45 AM)
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dd |
this is what i tried to say before, you need to detail the texture cause your close to it. and you already said you need to work on the badge so i didnt need to repeat that :) get the detail in the material and get some shape in the logo and stronger highlights on the logo and it will be better and stop bold quoting me :) esp cause ive been helping since 5am this morning git ;)
 http://www.max3d.org
read 366 times 3/15/2008 3:21:12 AM (last edit: 3/15/2008 3:21:56 AM)
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soontekk |
the light streaks on the car are achieved by using white self illu planes behind the camera add some to your scene and i think you're there
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read 358 times 3/15/2008 3:41:48 AM (last edit: 3/15/2008 3:41:48 AM)
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Tozzy |
You need to do a test with a sphere and then with a plane. I imagine you will get more gloss on a sphere than with a plane so that would tell you that the logo needs to be 3d, not 2d. You need as many chamfered edges as you can and you're not going to get them if it's 2d. So are you trying to get a shiny streak of light across the body of the logo? I think the model being the way it is you would achieve this if it was an animation.
I've never done this work before (and would never want to :D), but when I say 3d I mean you might need to have the border of the entire object moved along the -Z axis, but keeping the centre in the same position as before.
I could be totally wrong though, just a suggestion. As DD already stated it could be a material issue.
If you can it would be cool if you could export the model as a fbx file so we could all have a little peak at the detail of the geometry. On the export tab, you could just have geometry ticked and the rest unticked if you want as it's a model for a client.
read 332 times 3/15/2008 9:18:36 AM (last edit: 3/15/2008 9:37:56 AM)
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killerbee2 |
you need more curvature in the logo to have nice reflections, either more bevel or put some bend modifiers on the logo, or use both. What also works sometimes is use a gradient as bumpmap.
And paint a custom reflectionmap.
read 292 times 3/15/2008 2:34:17 PM (last edit: 3/15/2008 2:35:11 PM)
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Bolteon |
sober bolts is on to it...
i may have agreed to it drunk as a skunk but i'm a man of my word... give me an hour.
-Marko Mandaric
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read 278 times 3/15/2008 4:37:06 PM (last edit: 3/15/2008 4:37:06 PM)
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Bolteon |
how big do you want this thing?
-Marko Mandaric
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read 270 times 3/15/2008 5:31:27 PM (last edit: 3/15/2008 5:31:27 PM)
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Kajico |
Thanks Bolteon
well there needs to be a lot more changes to it so no final render, I just need something to show this guy. So 640X480 is fine. Really appreciated it.
This is where I'm at, I just barely got back on it, been out all day today:
Eliminated all the other elements as to not throw people off.
Grotey: There was no toon shader, it was part of the material. I was using a tutorial for car paint, that required the base to have a fall off of the base material and black. The black was what made the outline on it making it look toon shaded. I got rid of it, because yes it just doesn't look right.
dd: better and stop bold quoting me :) esp cause ive been helping since 5am this morning git ;)
Is italics better :) I didn't mean anything bad by it and it's not like i'm not appreciative, I just wanted more input.
The Flames were shaped out from polys, they have a shell and mesh smooth modifiers so they could get more of that rounding around the edges. That's not particularly my main issue. The issue isn't where the spec/reflection is hitting, but the color and bleed i'm getting.
In this render I did, I have two light cards (using output) and see how the brightest points aren't white but red?
That's what I am trying to eliminate, I want to get the white highlights in it, and that's what's killing me.
read 261 times 3/15/2008 5:50:30 PM (last edit: 3/15/2008 5:51:08 PM)
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Bolteon |
let me know what you think, it's rough but do you like the direction... off to get a hair cut, back in a bit.
-Marko Mandaric
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read 252 times 3/15/2008 6:00:26 PM (last edit: 3/15/2008 6:01:46 PM)
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Kajico |
i like it, but i'll have to show it to the guy. I'll have to change the bg to yellow as that's what he wants. However the flames still need to match the ferrari.
read 247 times 3/15/2008 6:03:42 PM (last edit: 3/15/2008 6:03:42 PM)
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Bolteon |
yellow metallic it is, back in a few
-Marko Mandaric
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read 245 times 3/15/2008 6:04:12 PM (last edit: 3/15/2008 6:04:12 PM)
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VKotek |
beautiful bolts :) as allways.
Good work kajico
read 238 times 3/15/2008 6:18:45 PM (last edit: 3/15/2008 6:18:45 PM)
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Bolteon |
bling bitches...
what do you think?
-Marko Mandaric
------------------------------------------- . : m a r k o m a n d a r i c : . -------------------------------------------
read 208 times 3/15/2008 10:50:30 PM (last edit: 3/15/2008 10:58:19 PM)
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