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Tonn
30-08-07, 08:36 PM
9892 tris so far, this car is being done on a request.

http://i185.photobucket.com/albums/x99/Tonn_bucket/1-5.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/2-4.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/3-2.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/4-1.jpg

P2sta
30-08-07, 08:41 PM
hi man, looks clean and nice IMO, keep working ;)

petter
30-08-07, 08:52 PM
the back-end looks wrong... out of this, everything looks very good...:buttrock:

Checker2k3
30-08-07, 08:58 PM
Looks fine so far, keep it up!

Tonn
30-08-07, 09:12 PM
Thank you for the c&c, what is wrong with back?

rodderworld
31-08-07, 12:06 AM
looks pretty good to me, can we see some wires?

regards,
rodder

o.b.
31-08-07, 07:08 AM
Looking good. Who are you doing it for?

Tonn
01-09-07, 12:16 AM
@o.b. - Thanks, I`m making this for a friend.

Not an update but here are the wires, I know it`s a bit dense in a few places but it works better that way (I already tried cutting polys and wasn`t satisfied with the results).

rodderworld
01-09-07, 12:18 AM
looks nice. smoother than many high poly efforts at this car.

regards,
rodder

rus_media
01-09-07, 12:32 AM
Cool work, looking good enough.:buttrock:

Levente
01-09-07, 11:09 AM
if its low poly how come you can smooth parts? so far it looks highpoly to me:confused:

Tonn
01-09-07, 11:44 AM
In terms of modeling technique it could be considered highpoly, but in terms of polycount it`s under 10 000 tris right now and I would consider it low poly. Either way (high/low poly) it is for games :)

gen5
01-09-07, 11:53 AM
hey i have a qns , are you using the xsi mod tool?

Tonn
01-09-07, 12:09 PM
@gen5 - Yes I am.

Tonn
14-09-07, 11:16 AM
Here`s an update , it`s just over 20 000 tris for now.

rodderworld
14-09-07, 10:56 PM
that's incredible, it looks smooth enough to have 5-10 times more polies.

regards,
rodder

UnsteadyTeddy
18-09-07, 10:54 AM
can i get a wire tonn ?
your modelling is super smooth, and you can render too! I hate you :banghead:

dbKenn
18-09-07, 02:28 PM
nice to see some XSI stuff. Its funny everyone moving on this car design, lol. Its nice I guess thats why.

Tonn
18-09-07, 04:32 PM
..and you can render too!
My rendering skills are limited with pressing button "q" and then draging a fence (which is limited to 512x512 because it`s the demo version). :D

I tried to render wireframe but I only got it to render it in tris and only some quads ("merge coplanar" didn`t work).

Tonn
22-09-07, 01:17 AM
38 500 tris for now.

rodderworld
22-09-07, 01:29 AM
it's incredible. the wheels are the only part that even remotely look low-poly. this would be great in a game but is also perfect to have if one were to render animation of some sort.

regards,
rodder

younglion
22-09-07, 04:39 AM
i agree with rodder the car is incredible, btw what rims are those?

P.Y.R.O.
22-09-07, 09:22 AM
yo ton, whats up . u aready know i envy you:P

Tonn
22-09-07, 09:49 AM
@rodderworld - I´d really like to do an animation when I´m done with it. The problem is that I lack software.

@younglion - The wheels are Brabus monoblock E, I also made the convential (don`t remember what they are called, the most known brabus wheel) brabus wheels but they turned out too high poly and to my surprise I find these wheels fit the car better.

rodderworld
22-09-07, 05:25 PM
yeah, software is a constraint. i was more thinking in the broader picture which is that if someone were to be doing video work having a car of this detail and low polycount would be perfect. your skills are sick, you'ld probably be in high demand anywhere in the biz.

regards,
rodder

Tonn
22-09-07, 10:54 PM
I´d be happy to give the model to someone who is good at animating/rendering when it`s done.

The wheels looked too low poly indeed, I think I fixed them now, gained only 700 tris per 4 wheels.

Tonn
29-09-07, 10:48 PM
Only asymmetrical parts to model on the outside. The taillight tex is just a test, it`s not correctly mapped and the saturnation/contrast should be better. I don`t know wheter to make some parts of them 3d or to leave them just as a texture.

P2sta
30-09-07, 09:21 AM
I think it looks very good ;)

Mr. Phonso
30-09-07, 09:30 PM
That is very nice, looks like it has a smoothing modifier on it :D Since it is low-poly, will it be used for anything?

turbopok
01-10-07, 03:50 PM
Awesome work, one big problem I have noticed is that it's just too neat and smooth:love:

Checker2k3
01-10-07, 10:27 PM
Great low poly car. This does not look like a low poly modelled car.

sefs
02-10-07, 10:43 AM
superb

regards

sefs

Tonn
06-10-07, 02:15 PM
@Mr. Phonso - It will go into some games.

Here`s some work on the interior.

rodderworld
06-10-07, 09:52 PM
looks very nice but it seems very smooth for a low-poly interior. not to say that that's inherently bad but it must be using a lot of polies.

regards,
rodder

fouedjeljeli
08-10-07, 02:01 PM
I'm in love with your skills.
Awesome work.
Definitely GREAAAAAAAAAAAAAT.
No words.

Tonn
11-10-07, 08:01 PM
At about 67 500 tris the modeling part is done, next updates will be on the textureing.

slice56
11-10-07, 08:48 PM
Very clean :) What part of the world are you in?

Tonn
11-10-07, 08:57 PM
Heh, thats about the 3rd time you ask. Northern europe.

UnsteadyTeddy
11-10-07, 09:07 PM
wire wire wire :D

Tonn
11-10-07, 09:28 PM
Wires are on the second page or so... or do you want wheel/interior wires?

slice56
12-10-07, 12:36 AM
hah! really?! i knew I had asked before, but I couldnt find the thread :(

really nice work :) I have probably asked this before as well lol, but do you work professionally or just in your spare time?

Dave

Tonn
12-10-07, 01:25 PM
Just in my spare time. I would like to do it professionaly, but as for now I could only work quite remotley as I couldn`t permanently move because of college (there`s about no place to work in cg here). I haven`t really looked for work because of this and the other reason that most of the jobs require a BA degree or similar in the field of cg. Soon I´ll start a portfolio with my latest works and look for some opportunities.

UnsteadyTeddy
21-10-07, 08:34 PM
this is looking awesome tonn! coudl you show how you contruct your lights? i always have trouble with these...

Tonn
22-10-07, 11:43 AM
The headlights?

UnsteadyTeddy
22-10-07, 11:51 AM
yep. just want to see how many objects you use to construct them etc :)

Tonn
22-10-07, 01:33 PM
I usually extrude the edges of the bodypanels to create the edges of the headlight clusters, in this case I then made 2 cylinders for the projectors, sized and moved them properly and then cut/extrude the details in them. After that I just filled in the space left between the projectors and the outer edge I got from extrudeing the bodypanels.

_deletedDESIGNS
26-10-07, 09:57 AM
I usually extrude the edges of the bodypanels to create the edges of the headlight clusters, in this case I then made 2 cylinders for the projectors, sized and moved them properly and then cut/extrude the details in them. After that I just filled in the space left between the projectors and the outer edge I got from extrudeing the bodypanels.

Looking good my man. What are the counts? Exterior, interior and rims?

Tonn
21-11-07, 07:07 PM
Here`s a tiny bit of a texturing update.

The polycount is 66 824 tris: 35 761 for the exterior, 15 256 for the wheels (and brakes) and 15 807 for the interior.

http://i185.photobucket.com/albums/x99/Tonn_bucket/41.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/42.jpg

petter
21-11-07, 09:16 PM
excellent...

where are the renders...?

Checker2k3
21-11-07, 09:35 PM
Very excellent work. This looks awesome for a lowpoly car.

_deletedDESIGNS
21-11-07, 09:37 PM
Could we see some wires? :D

Tonn
22-11-07, 12:09 AM
Thank you for the comments!

There aren`t any renders because I have nothing to render it with... I have some 600Xsmthn pixel "preview" renders though..

@_deletedDESIGNS - Is there any specific place you would like wires from? I posted some wires somewhere in this topic that should be very recent with maybe a few small details missing.

/edit - those wires aren`t that recent.. I´ll get some new ones tomorrow perhaps.

younglion
22-11-07, 04:05 AM
i think ive asked you this question before but for your texturing do you use pictures of the taillights of the real car and touch them up in photoshop?

P2sta
22-11-07, 10:26 AM
really nice work man keep working, really like your skills ;)

Tonn
22-11-07, 06:07 PM
Yes, these taillights are photos, I was thinking of modleing some and then making textures out of the model but that seemed like a waste as the current ones probably look better.

Here`s some wires and a tiny render from when I tried to make paint.

_deletedDESIGNS
24-11-07, 03:28 AM
Looks good :) You did a low poly and then sub divided it right? If thats that case, its always a good idea to spend a good amont of time going over it and taking out stuff that is not needed in areas that are more dense than the other areas, unless of course it needs the reseloution :p. A good place to clean up a few polys is in the seams and the low visibilty areas like in the back and top areas of the grill. But it looks pretty good so Im sure you already knew that lol.

Well anyhow, keep up the good work!

petter
24-11-07, 12:54 PM
i wonder about the studio setup you've did...
can you show us something?:)

Tonn
24-11-07, 04:37 PM
@_deletedDESIGNS - I made the basic lowpoly shell and the subdivided it, things like seams, hood vents, door handles etc. are cut in later so there`s no polies to be saved there. At first I collapsed edges on the hood, front fender and then some but even on a quite planar surface it only takes 1 tri to give me reflections that I don`t like (rear wheel arch is an area I´m not quite satisfied with). Removing some edges on the hood and front fenders won`t give me enough poly reduction to make it worth it.

@petter- There`s a floor, a backdrop, the car and one light to light it. Above the car there`s a curved surface (or was it a tilted plain, can`t recall) to give reflections, that`s it :)

petter
24-11-07, 04:43 PM
thank's, i thought i was something more elaborated, coz it looks very good...
perhaps the car should be lighted a lil'more

ViscousTought
24-11-07, 05:13 PM
Hi All..I am new to this site ans testing if my account for replying is enabled...

petter
24-11-07, 05:24 PM
Hi All..I am new to this site ans testing if my account for replying is enabled...

welcome...
i'm new too...:D

rodderworld
24-11-07, 05:43 PM
you don't think it's kind of rude to go into a thread an just say that you're testing with nothing to add to the topic?

@tonn: i love this model, it's frighteningly smooth

regards,
rodder

Tonn
29-11-07, 11:01 PM
Thanks rodderworld!

The exterior is textured now (except the full body bake for games like GTA with bad graphic engines). I´m actually not that satisfied with it like that, the headlights for example look dull and there`s something missing from.. everything. These texs will be refined in the end, you are very welcome to suggest how.

rodderworld
30-11-07, 12:13 AM
what can i say? it just looks to smooth and too good.

regards,
rodder

lookdown11
30-11-07, 12:29 AM
:D need to agree :D

great work

5 stars for modeling ! :D

greetz

petter
30-11-07, 12:38 AM
of course it is... :):love:

P2sta
30-11-07, 11:08 AM
yeah really nice done man ;)

Tonn
14-01-08, 10:48 PM
Thank you for the positive feedback!

The model is about done, mapping mirroring for wheels needed as it appears.

UnsteadyTeddy
14-01-08, 10:51 PM
That is fookin awesome mate! :buttrock:

Altough, if your going to do renders with the doors open you really should model the door lock. Any chance we could see your texture flats? =) Oh, and interior wire ;)

Tonn
14-01-08, 10:55 PM
This model isn`t built for rendering but door locks would probably be a good idea :clown:. The interior wire should be on the previous page. What do you mean by texture flats?

_deletedDESIGNS
14-01-08, 11:42 PM
This model isn`t built for rendering but door locks would probably be a good idea :clown:. The interior wire should be on the previous page. What do you mean by texture flats?

I think he means the unwraped UVWs for your textures....could be mistaken though :p

Tonn
04-03-08, 08:32 PM
I know I said this model isn`t for rendering purposes and it still isn`t but I thought I´d learn to do some basic renders and from my collection this model is best suited for this purpose.

So, please, hard crits are welcome (except "turn up the subdivisions to get smoother reflections" because it still is lowpoly..)

Right now I have 3-4 reflection objects and 4 lights.

One plane is lit by pointing a spotlight at it, the other reflection objects just use "incidence" material.. how would you suggest to "lit" the reflection objects?

Two of the lights are there to light the car and the surrounding and one is focused exactly on the car...

All the materials are "phong" with it`s reflection/specular/colour/transparency changed as felt neccesary.

The things that annoyed me the most where that I couldn`t get the undercar shadows dark enough (light`s have the shadow umbra at 0, which should be the darkest) and the reflections are too sharp at the edges instead of blending with the car color.. if that makes sense.

I´m open to all rendering tips :redface:

http://i185.photobucket.com/albums/x99/Tonn_bucket/01.jpg

younglion
05-03-08, 01:52 AM
very nice, but to get the shadows dark enough you should use some ambient occlusion, or do some post work in photoshop, also i think it would be good if you had a plane on the side that had a nice gradient to it so it can reflect on the side of the car.

P2sta
05-03-08, 12:57 PM
really nice work, the studio need some work like younglion said, but overall this is really nice work ;)

petter
05-03-08, 03:02 PM
i like the carpaint:D

Tonn
05-03-08, 03:29 PM
Is ambient occlusion something like global illumination?


I´ll try some more reflection planes.

As I said the paint is very simple, just a color+ambient, white specular and about 40% reflectivity.

rodderworld
05-03-08, 03:52 PM
ambient occlusion is for shadows. you render a separate pass with an AO material and composite it.

regards,
rodder

UnsteadyTeddy
10-03-08, 09:19 PM
Ambient occlusion is a shading method used in 3D computer graphics which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. However, it is a very crude approximation to full global illumination. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day. (http://en.wikipedia.org/wiki/Ambient_occlusion)

AMBIENT OCCLUSION IN MAYA8 and PHOTOSHOP (http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html)

Baking AO with Light Tracer (http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=37)

smoluck
18-06-08, 02:37 PM
Really impressive work Tonn , Beautyfull detailed and clear talent inside:buttrock:

P2sta
18-06-08, 03:09 PM
Really impressive work Tonn , Beautyfull detailed and clear talent inside:buttrock:

man, check the post dates, its a bit older thread, so don't dig it up ;)