Get feedback from others on your works in progress
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StompinTom
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by StompinTom » Fri Aug 08, 2008 2:37 pm
lookin good! i meant put the focus more to one side, rather than smack in the middle. especially the way youve got it now, id move it a little to the right, but thats nitpicking.
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doublez
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by doublez » Sat Aug 09, 2008 2:56 am
StompinTom
hmm, Maybe I'll try that. Then I'll have room for a neon sign too.
I increased the scale by about 100 and it's a little brighter (barely noticable), but the front grill is more washed out?
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CTZn
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by CTZn » Sat Aug 09, 2008 4:14 am
yep burning can easily happen with lineartm, even more if the surface is reflecting a plain meshlight
Indeed a camera move would help if that's the case... I'm not sure about that.
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doublez
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by doublez » Sat Aug 09, 2008 4:51 am
Well I'll have to put it off untill monday.
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doublez
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by doublez » Thu Aug 14, 2008 3:33 pm
I've been trying to move the lights I have to get better reflections and less burn, but I can't get it to look better.
Should I indirectly light the car or should I just leave it as is?
Other than that I think I'm done, unless someone tells me how to make neon lights (in 1.06).
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doublez
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by doublez » Sat Aug 23, 2008 5:37 am
No one? I'll re-render a front and back then post it in the finished section.
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doublez
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by doublez » Sun Aug 31, 2008 8:52 am
I tried a setup like what ctzn posted in my finished thread and this is what I got. So far I like it, just needs more work.
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CTZn
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by CTZn » Tue Sep 02, 2008 7:13 am
I have to bear the guilt for the declassification of your project into a wip again
The car does not have to cast direct light, I think what matters is for the car to reflect openings; the point is not really to light the car but to
underline the shape. The difference here with your finished shots is that the light sources are wider, not just sunlight or whatever environment that could be used. The effect would be the same with 5 planar emiters.
Looking forward for your homework, doublez, if you are not bored by this project of course
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doublez
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by doublez » Wed Sep 03, 2008 2:02 pm
I think I get what your saying. Let me try some things and then I'll post them.
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doublez
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by doublez » Thu Sep 04, 2008 1:01 pm
Here's my fist attempt. It's kind of what I had before but different.
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CTZn
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by CTZn » Thu Sep 04, 2008 1:57 pm
Nice home work, you got it.
Although you didn't change tonemappingn the shape is readable.
Wich leads me to conclude that we can't see an
*reflective* object but the light it reflects, here perception of volume comes from where
other objects are reflected, otherwise we can't tell how the shape really is.
Take care of the environment when you render reflective objects
Last edited by
CTZn on Fri Sep 05, 2008 4:25 am, edited 1 time in total.
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Kram1032
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- Location: Austria near Vienna
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by Kram1032 » Fri Sep 05, 2008 2:16 am
Wow! A great render
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doublez
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by doublez » Fri Sep 05, 2008 1:13 pm
Thanks guys. I'm going to try a few more setups and I'm also thinking about modeling the rims the right way.
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doublez
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by doublez » Thu Sep 25, 2008 12:46 pm
I finaly had some time so I made real rims. They aren't the best, but I think they look better.
Unless anyone has any more pointers I think I'm done with this one.
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OnoSendai
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by OnoSendai » Thu Sep 25, 2008 1:18 pm
Looks great, let's see it in high res
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