View Full Version : Lamborghini Diablo SV
My latest project, I don`t know of any usable blueprints so IŽm buliding some spline reference out of pictures.
Please point out the inaccuracies you see.
http://i185.photobucket.com/albums/x99/Tonn_bucket/1-7.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/2-6.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/3-4.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/4-3.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/5-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/6-1.jpg
hi man, nice to see you new project, I don't know this car much, so I can't comment if it is accurate, but wich you good luck ;)
P.S. can you use attachment system, my connection is not fast and it tooks really lot of time to load the pictures ;)
younglion
29-01-08, 11:28 PM
the diablo is one of my favourite lambos will be look forward to this project
Some mesh made, the corners on the front bumper got pulled out quite a lot compared to the splines (were too round).
The curvature of the bottom of the windshiled is wrong, point it out if you find anything else.
http://i185.photobucket.com/albums/x99/Tonn_bucket/10-1.jpg
Update
http://i185.photobucket.com/albums/x99/Tonn_bucket/11-1.jpg
great work as always man. so this will be another mid-poly model?
Thanks! Yes, this one might get a high detail interior for cockpitview driving though.
Reggiani
01-02-08, 07:04 PM
Great work Tonn! ;)
Thanks Reggiani!
Here`s some progress..
http://i185.photobucket.com/albums/x99/Tonn_bucket/18-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/20-1.jpg
it looks like really clean work man ;)
yep, very clean, always good to watch your progress
slice56
07-02-08, 04:56 PM
Lookin good :buttrock:
What polycount are you at at the moment? Are you modeling engine details etc?
Thank you for the comments!
@slice56 - At the moment it`s about 6800 tris for the body and about 3800 per wheel, a total of 22 000 tris. The wheels are quite nasty in terms of poly-budget modeling. I`ll be modeling the interior, engine and boot too, the idea is to try and fit the whole model somewhere around 70 000 tris.
http://i185.photobucket.com/albums/x99/Tonn_bucket/23-1.jpg
Reggiani
09-02-08, 11:35 AM
Really good model Tonn! :buttrock:
Domino
09-02-08, 12:03 PM
Good work
keep it up :love:
slice56
11-02-08, 04:19 PM
@Tonn
Sounds good man. Looks like you know exactly how to tackle the situation ;)
3800 for individual rims isnt too bad. What about the tire polycount? You can get away with a lot with a nice tire texture without having to spend too many polys.
sysoverflow
13-02-08, 03:30 AM
hey tonn, i didn't know you were also on cgcars.
your Diablo is really nice and smooth!
Thanks!
Not my usual workflow but I felt like textureing the wheel, I was about to use my other pirelli p6000 textures but they didn`t look good. Since these tires are out of production I felt it was easier to make the texs from scrach than to find some starting-pictures (I know after saying that, the first reply will include a link to some perfect pzero asimmetrico photo-texture material...)
@slice56 - I just closed xsi for the 4th time after some.. errors so I don`t feel like getting the tire count right now... but it`s about 7 polyloops that are35-40 dense... so about 550 tris? some of the edges at the rear are welded into 1 but that saves less than it`s worth as they`re at the most outer edge of the wheel. I think the rim uniting bolts were about 600 tris per wheel.
http://i185.photobucket.com/albums/x99/Tonn_bucket/25-1.jpg
Here`s an update, basic shape of the body is now done.
http://i185.photobucket.com/albums/x99/Tonn_bucket/26-1.jpg
really clean and nice progress ;)
Obizzz
28-02-08, 06:01 PM
Looking good!
I'd clean out some polies from the flat areas and use them for bevels on the sharp edges but maybe you're already planning to do that?
Nice to see someone that realised that game models don't have to be 3000 tris these days ;)
edit: looked at your previous threads, looks like you know what you're doing, keep it up
This one isn`t forgotten, at 31 700 tris right now. I hope I have more time to continue at these times.
http://i185.photobucket.com/albums/x99/Tonn_bucket/33-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/32-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/31-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/30-1.jpg
younglion
20-06-08, 11:37 PM
thought this was dead, nice update
rodderworld
21-06-08, 12:00 AM
i considered telling you not to dig up your own thread... looks nice.
regards,
rodder
looks cool man, I like it ;)
I usually get to do modeling on and off so my updates aren`t too constant.
Not much else than the seams cut in and the scoops done but here`s some wires, polyreduction will follow.
http://i185.photobucket.com/albums/x99/Tonn_bucket/35-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/34-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/36-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/37-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/38-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/39-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/40.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/41-1.jpg
rodderworld
02-07-08, 01:28 AM
tons of polies but it looks awesome. i'd want to drive it if i could :d
regards,
rodder
great work Tonn, really great wire ;)
Scooter
04-07-08, 04:20 PM
wow, looking very nice :cool:
Thank you kind people!
Here`s an update, the exterior is done modeling-wise.
http://i185.photobucket.com/albums/x99/Tonn_bucket/42-1.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/45.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/44.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/43.jpg
Dave_3d
05-08-08, 10:18 PM
Looks excellent to me. They always do ...
What is your methodology when creating these - do you start with a lower mesh denisty and then increase ?
Dave
DaveCox
05-08-08, 10:24 PM
damn that looks good!
Looks excellent to me. They always do ...
What is your methodology when creating these - do you start with a lower mesh denisty and then increase ?
Dave
I start with a low poly mesh similar to the high poly base ones, except I don`t cut in details and all creases will be just disconnected edges, then I permanently subdivide the mesh and build from there. The reason for not beveling the edges and cutting in details before subdivision is to save polygons. Only things done before the subdivision step will be the bodypanels (more like a hull, the seams are cut in later) and glass surface.
younglion
06-08-08, 04:04 AM
top notch work Tonn
yeah man, it looks really great ;)
Stachu
12-08-08, 11:41 AM
model is perfect ;*
Good to see the model is well received :)
Got the textureing done on the exterior, better pics tomorrow.
http://i185.photobucket.com/albums/x99/Tonn_bucket/46.jpg
great work man, really nice ;)
hey Tonn, you have to show us more wires from this masterpiece :love:
Got the textureing done on the exterior, better pics tomorrow.
This one looks very nice :) I like car paint. How many tris so far? :)
@LG. - Do you have a specific place you`d like to see wire from? I thought I had covered most of it on the previous wire pics.
@sm@rt - It`s about 52 000 tris for the whole thing.
Here`s some more pics I promised earlier.
http://i185.photobucket.com/albums/x99/Tonn_bucket/49.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/48.jpg
http://i185.photobucket.com/albums/x99/Tonn_bucket/47-1.jpg
lookdown11
17-08-08, 01:24 PM
hy.
absolutly awsome work againt!
didnŽt read the hole thread ....... is this for some special purpose ?
what about attachmant sys?..............seems like uŽre imune against it! :D
is there any reason why u canŽt use it ?
greetz
agree with lookdown, really great ;)
younglion
17-08-08, 11:49 PM
lighting is very impressive
rodderworld
17-08-08, 11:56 PM
@lookdown: i figure the purpose is to show us all that we're inferior modelers when it comes to low-poly :p
awesome work tonn
regards,
rodder
petter
18-08-08, 12:19 AM
dooh... why don;t you take the full version of XSI. stop using demo:banghead:
i know you can;)
:D
Thanks for the comments!
@lookdown11 - It`s for some games, like all my models. I think IŽll be making one similar car (a ferrari 512 TR perhaps?) aswell and look into animation at some time though.
The weird thing with the attachment system is that it actually doesn`t show the "manage attachments" button, it does on my other PC but not here somewhy... If it is stricty required to use the attachment system I guess I could send pics to other PC and upload from there... bit of an hassle though There`s some other problems aswell with my internet browser but I haven`t figure out how to fix it in years :dead:
@rodderworld - lol, IŽm considering trying hi-poly soon so don`t worry.
@petter - I lack excess money. I hate those who use stolen software with passion.
slice56
22-08-08, 05:05 PM
Looks really nice, Tonn. Do you sell these models at all? Turbosquid etc?
You could make some decent money from them, unless they are already for a company (freelance).
Keep it up!
Amazing renders with amazing model, GW:buttrock:
@slice56 - Well IŽve thought about it but I donŽt have commercial xsi nor the licence form Automobili Lamborghini S.p.A. Thank you for the comment!
After some time, some fried laptop bits, some XSI issues, some school and some other stuff I have found some time to do some modeling. I still have the door cards to do then IŽll start textureing.
rodderworld
25-09-08, 08:07 PM
looks cool. can't wait to see it textured.
regards,
rodder
This model is now finally done, IŽll post some more exterior shots later but here`s some of the textured interior.
STALKER
20-10-08, 12:18 AM
great work
yeah, great for midpoly model ;)
rodderworld
20-10-08, 02:24 PM
looks really good. you're making me like the diablo ;)
regards,
rodder
Thanks, here`s a couple of exterior shots.
BTW Do you think it is normal that these took about 2.5 hours to render each? I have a crappy old laptop(1.4ghz, 1gb ram) but I still think it takes way too long to render, there`s 3 lights in the scene (3 samples each) and I set the AA at 2.
DaveCox
21-10-08, 03:36 PM
the second render looks really nice! 2.5 hours seems ok to me.
petter
21-10-08, 03:52 PM
the second render looks really nice! 2.5 hours seems ok to me.
it's too much for a render like this unless you didn't set insane quality settings and resolution.
STALKER
21-10-08, 04:01 PM
it's too much for a render like this unless you didn't set insane quality settings and resolution.
on 1,4 ghy machine it's ok...
daantjuh44
21-10-08, 04:04 PM
thats looking awesome !
petter
21-10-08, 04:30 PM
on 1,4 ghy machine it's ok...
ahh..., but of course:D
looks nice, only I don't like too much that gray reflections on the bottom, maybe make the ground more white, but its personal opinion ;)
Really great work here! :buttrock: Both renders looks like you are using hi-poly model. I like both renders, but I think first one will looks better if you add more space to the right and to the left of the car...
About render time: I think it is normal for your laptop. My boring cpu has 1.7 GHz, and I need to spent about some hours for every hi-quality render...
TwoOneOne
21-10-08, 05:52 PM
2,5 h for those renders is really long even for a laptop.
My guess is that youŽre using FG with the 3 Area lights and that brings up the rendertimes alot.
When i rendered on my old laptop i didnŽt use any FG at all. I composited in an AO Pass and was able to fake the FG shadows quite good this way.
Also the area lights render really slow, so you should limit yourself to maybe one arealight for the main shadow (or stick to sharp shadows from a point light ;) )
Another Problem might be the shape of your studio. If you use a closed sphere the FG calculation might take alot longer compared to an open Studio with an L shaped background and a couple of lightplanes.
Cheers
The long render times were caused by useing too many area lights as 211 sayed, I took these with only one light and it went considerably quicker. I haven`t tried separate shadow pass yet.
younglion
23-10-08, 11:46 PM
your rendering has improved a lot esp seeing the renders from the bentley, keep it up man :buttrock:
TwoOneOne
23-10-08, 11:48 PM
The long render times were caused by useing too many area lights as 211 sayed, I took these with only one light and it went considerably quicker. I haven`t tried separate shadow pass yet.
good to hear that.
now increase the samples on the one area light, coz that noise hurts my eyes. :clown:
Cheers
DaveCox
24-10-08, 12:01 AM
nice work man looking good!
vBulletin® v3.7.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.