Maya 2009 CG FC3S (S5)
#1
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Maya 2009 CG FC3S (S5)
So, after selling my FC, I decided I needed something to remember it by, so I decided to model one in Maya. I'll probably end up putting this in a little scene and use it for a demo reel, so any comments are welcome.
I have included some early pics so you can see how the mesh was laid out, as well as some ambient occlusion passes and then some HDRI renders.
I have included some early pics so you can see how the mesh was laid out, as well as some ambient occlusion passes and then some HDRI renders.
#3
sweet. The last guy who did a 3d model i tried to convince him to put it into a racing sim.
check it out it might persue u to give it a try.
http://www.rfactorcentral.com/
http://www.virtualr.net/
i been wanting to learn this stuff, how difficult is it to pick up?
check it out it might persue u to give it a try.
http://www.rfactorcentral.com/
http://www.virtualr.net/
i been wanting to learn this stuff, how difficult is it to pick up?
#4
I took a class on 3ds max and I bought the 3ds max bible. When it was over i was able to make volcanoes and humans and stuff all i needed were 2d pictures of an object at 90 deg angles.
Its not that hard to learning how to use it. It takes ALOT of time and patience to make something perfect though.
Its not that hard to learning how to use it. It takes ALOT of time and patience to make something perfect though.
#6
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Thanks for the replies guys.
Hypertek, I'll look into those. I'll have to check out what type of polycount and file types to enter the car. I went to grad school to learn how to do this, but really all you need is some patience and a good training video (I just know that I learn a little better being in a classroom and being forced to do things, otherwise I have a very short attention span lol). But now I just get videos from either Digital-Tutors, 3D Buzz or the Gnomon Workshop. They are a little pricey, but like I said if youre really interested, these are some of the best. And they go into WAY more detail and theory than any online tutorial.
Hypertek, I'll look into those. I'll have to check out what type of polycount and file types to enter the car. I went to grad school to learn how to do this, but really all you need is some patience and a good training video (I just know that I learn a little better being in a classroom and being forced to do things, otherwise I have a very short attention span lol). But now I just get videos from either Digital-Tutors, 3D Buzz or the Gnomon Workshop. They are a little pricey, but like I said if youre really interested, these are some of the best. And they go into WAY more detail and theory than any online tutorial.
#7
It's a good start, but there are a few things I'd suggest. The topology around the rear fenders could be changed to flow a little better. If I had photoshop on this machine I'd do a paint-over to demonstrate. The front bumper also looks incorrect. You'll notice that the FC front bumper doesn't have such a severe curve where it meets the hood as you've represented in your model. I'd also suggest breaking the car up into the separate parts, I find it a little easier to work with that way. You can get crisper edges on the body panels that way.
This is a pretty good FC3S model from a car modeling forum I go to:
http://www.smcars.net/forums/work-pr...rx-7-fc3s.html
It's got some pretty good shots of his WIP, I dunno if he'll ever finish it, he's been working on it forever.
I also see you are getting some artifacts on the hood scoop. Are you using a Phong material? I had issues when rendering a car for school and I would get black spots on the mesh using a phong. I'm trying to recall how I fixed it, but it was a pain in my *** for a few days to figure out.
This is a pretty good FC3S model from a car modeling forum I go to:
http://www.smcars.net/forums/work-pr...rx-7-fc3s.html
It's got some pretty good shots of his WIP, I dunno if he'll ever finish it, he's been working on it forever.
I also see you are getting some artifacts on the hood scoop. Are you using a Phong material? I had issues when rendering a car for school and I would get black spots on the mesh using a phong. I'm trying to recall how I fixed it, but it was a pain in my *** for a few days to figure out.
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#8
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Thanks Midnight, those artifacts have been on my nerves since my first MR render. I have no idea where they are coming from (the material is just a blinn I have on there for renders right now. I just got done with the modeling, next is texturing), but the artifacts dont show up in the Occlusion renders, so I'm just glad that it is something wrong with that particular render layer, and not the model. The front bumper I'll have to look into a little more, but the rear has been cleaned up since that wireframe (that was on I grabbed right when I finished the basic mesh).
I've been on the smcars for a little while myself, I have actually seen that guys model before...I hope he finishes it too, I've been watching that W.I.P. since before I was a member there lol
I've been on the smcars for a little while myself, I have actually seen that guys model before...I hope he finishes it too, I've been watching that W.I.P. since before I was a member there lol
#9
artifacts could be many things... are any of our lights emitting photons? Maybe the count is too low.
I usually put my objects inside a sphere so the photons don't have to calculate for infinity.
Have you run render diagnostics yet?
I usually put my objects inside a sphere so the photons don't have to calculate for infinity.
Have you run render diagnostics yet?
#10
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No photons. just a HDRI image on a sphere. GI is also turned off on the render at the moment (just using FG). It is very basic at the moment. I want to set up the shaders and then set up a scene for it as well.
Plus I just realized I need to add a few things (door handles, gas cap, hatch keyhole and exhaust)
Also, what I really would like to do is make some shaders to make this similar to mine that I sold recently:
Anyone know a good way to set shaders up for pealing and fading paint?
Plus I just realized I need to add a few things (door handles, gas cap, hatch keyhole and exhaust)
Also, what I really would like to do is make some shaders to make this similar to mine that I sold recently:
Anyone know a good way to set shaders up for pealing and fading paint?
#12
Layered shaders are great for this. The bottom layer would be the primer texture. The top layer would be the paint texture.
Use gray-scale, painted textures to attach to the specular, transparency and diffuse nodes to blend between the two.
Or check highend3d.com for some good procedural textures to tweak.
Use gray-scale, painted textures to attach to the specular, transparency and diffuse nodes to blend between the two.
Or check highend3d.com for some good procedural textures to tweak.
#13
No photons. just a HDRI image on a sphere. GI is also turned off on the render at the moment (just using FG). It is very basic at the moment. I want to set up the shaders and then set up a scene for it as well.
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