Shelby Cobra 427s - UPDATE

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doublez
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Shelby Cobra 427s - UPDATE

Post by doublez » Sat Aug 30, 2008 7:04 am

Last edited by doublez on Sat Oct 25, 2008 12:56 pm, edited 2 times in total.

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cooler_inc
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Post by cooler_inc » Sat Aug 30, 2008 7:19 pm

Wow, good start, but the background is too dark

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palawat
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Post by palawat » Sat Aug 30, 2008 8:38 pm

In the first picture, there's a white rectangular on the driver's side. What is it?
A reflection of your emitter?

A nice modeling job, BTW :D
Cheers,

Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64

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Stur
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Post by Stur » Sat Aug 30, 2008 9:27 pm

The modeling is excellent, but the picture is underexposed. You just need a bit of tonemapping.

The fact that the bottom of the car is more diffuse than the upper catches my eye.

doublez
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Post by doublez » Sun Aug 31, 2008 3:33 am

cooler_inc
Thanks!

palawat
There's a vent there made of chrome, so the only thing for it to reflect is the emitter.
Thanks!

Stur
Thanks!
What would you have done for tonemapping?
I used linear, with scale 250, 10^1

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CTZn
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Post by CTZn » Sun Aug 31, 2008 4:12 am

I for one would have changed the lighting... I'm sorry I didn't see that clearly earlier in you wip, but your model would be in much better shape imo in a "show-room" environment. That would be: arrays of lights on the ceiling, and a wide opening toward exterior (biiig mesh emiter but much dimmer than direct sunlight).

The lights are actually too small and fail to pull the shape out of shadows. Sorry that's harsh :/

I must add that the modeling is great and the renders clean :?
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doublez
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Post by doublez » Sun Aug 31, 2008 4:36 am

I don't really get the setup you're describing. Can you post a picture or a file or something.
Thanks.

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CTZn
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Post by CTZn » Sun Aug 31, 2008 6:15 am

Oki as a starting point you can use this texture for the ceiling's emission:

*edit: awoops bitdepth is wrong, needs conversion :mrgreen: ah no it has an alpha layer :oops:

I'm editing mats by hand, I didn't do such emiters since I stopped using mental ray and final gather.

** no way I've got a luminance() unhandled error trying with textures, even jpg :(

I'll try another approach, a box with openings and sun or uniform background. Sounds bad but could do.
Attachments
neons_2x4.zip
A tga texture representing 2 rows of 4 white stripes on a black background. Studio setups are made easy with (base_)emission.
(26.46 KiB) Downloaded 130 times
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CTZn
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Post by CTZn » Sun Aug 31, 2008 7:49 am

I was refering about someting like that image, exit portals are underlined. Designed to work wih either sun, background or env map.

Of course you can do the same with simple emitters, the point is to recreate a common environment, where we are used to see cars I guess. Finally nevermind, that was just me :/
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doublez
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Post by doublez » Sun Aug 31, 2008 8:50 am

No, I like where it's going. I just need to spend more time it. I'll move this back to wip.

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PureSpider
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Post by PureSpider » Sun Aug 31, 2008 10:42 am

There is a vid out there where one guy is doing a "car studio lights" hdr with fry or mxm, cant remember... just ask google for it

doublez
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Post by doublez » Sun Aug 31, 2008 3:09 pm

hmmm, any idea where exactly to find it? I searched for a while, but didn't find anything.

doublez
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Post by doublez » Sat Oct 25, 2008 12:56 pm

updated the first post

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OnoSendai
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Post by OnoSendai » Sat Oct 25, 2008 4:30 pm

The final hi-res looks great. It's now one of the site banners.

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Kram1032
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Post by Kram1032 » Sat Oct 25, 2008 11:04 pm

Looks great :D
But the tires are somehow too perfect... They don't look like the car really stands on them (they're not flattened) and the sides are too flat. The profile is nice :)

Else, it's perfect, I'd say! The tires REALLY are the only thing to work on, a bit...

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