View Full Version : enzo ferrari (first car)
dlawlan
02-03-07, 02:27 PM
Hey guys just finished my Enzo. Im happy with the mesh but having a few problems with the lighting,I'm using mental ray with 1 skylight any suggestions? :banghead:
snakebrazil
02-03-07, 02:40 PM
Nice car !!
Only the wheels are strange.....
For the renders...have you tried HDRI images ?
dlawlan
02-03-07, 02:46 PM
cheers bud. Not familiar with HDRI images. What is it and how would i go about using it?
Checker2k3
03-03-07, 09:39 PM
Nice body work, but I think that your area around the windows need a lot of work. And also the shape of the passenger cab looks really wired to me, when I compare it with some reference pictures.
petter
03-03-07, 11:06 PM
nice, but there are some errors. i think you didn't followed the blueprints...
3razor
03-03-07, 11:35 PM
nice model
btw can you show me quick how to render lik this (http://cg-cars.com/forum/attachment.php?attachmentid=15327&d=1172841929) ... ,??? or link me to a tutorial ???
/--- edit
nvm, I found a tutorial :)
greetings
petter
03-03-07, 11:42 PM
the material have too much gloss and low specular...
dlawlan
04-03-07, 09:16 PM
hi checker 2k3 , I know what you mean, but remember im trying to keep the polys down . I'l have a tinker around with it and see how it comes up - thanx for your feedback though m8!
dlawlan
04-03-07, 09:19 PM
hey petter, yeah i think your right bud, il have to mess around with the gloss and specular, to be fair though I dont think the colour was the best choice, il do a render in black next ! cheers for the feedback aswell! ;)
petter
04-03-07, 09:23 PM
checker is right. the cockpit is wired. also many things are wired. check the blueprints and some reference pictures
Herminator
05-03-07, 12:37 AM
hi checker 2k3 , I know what you mean, but remember im trying to keep the polys down . I'l have a tinker around with it and see how it comes up - thanx for your feedback though m8!
You're trying to keep the poly's down? How come you're using mesh smooth then? The two things don't go together, for game modelling.
For a first car it's not bad, but you need to spend some time comparing it to photos and blueprints. You also need to make sure the mesh flows smoother, you've got ok overall flow, but if you look down the line of some panels, they jig jag all over the place.
dbKenn
05-03-07, 12:53 AM
Welcome to the forum.
I'm not an expert on lighting at all but I in order to see the form of the car better need different lights with different intensities, maybe even color if you wanted too.
If they all have the same intensity then I believe the object will look flat and washed out.
dlawlan
06-03-07, 03:15 PM
hey herminator, thanx for the comment. Instead of using mesh smooth should I just use the smooth mod in future or is there a better way of increasing the poly count without going overboard with mesh smooth? I do admit I rushed the car to try and finish it.
Herminator
06-03-07, 04:45 PM
To increase poly count in games you do it the hard way, create the poly's yourself ;)
I'll post the car I've been working on for the last couple of months in a new thread shortly. It's around 80k poly's now, final limit will be 90k, all done manualy. This is next gen standard though, for PS2 games, you're looking at a lot fewer poly's, under 10k.
dlawlan
07-03-07, 12:12 PM
To increase poly count in games you do it the hard way, create the poly's yourself ;)
I'll post the car I've been working on for the last couple of months in a new thread shortly. It's around 80k poly's now, final limit will be 90k, all done manualy. This is next gen standard though, for PS2 games, you're looking at a lot fewer poly's, under 10k.
cheers herminator, let me know when you post it, I'l look forward to learning a bit more from it .:D
Herminator
07-03-07, 12:24 PM
check the thread below yours, named Bugatti Veyron ;)
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