View Full Version : Mercedes Benz SL 2009 - MidPoly
Hi people. :)
I'm going to make my first mid poly model for animation. I want to make exterior and interior of the car. I think about limit of 50'000 polygons.
Currently, this model has 8'622 polys and 16'606 tris.
I'm working on this model a couple of weeks, but progress is really slow... :banghead:
There are some clays and wires. Hope you like it :)
Waiting for your C&C, as always :)
wow, thats very good for lowpoly
rodderworld
27-07-08, 09:22 PM
agree with x-ice it looks pretty good.
regards,
rodder
petter
27-07-08, 10:07 PM
looks very good for low poly.
great as I said you already ;)
Domino
28-07-08, 07:47 PM
HI
nice car man, very cool just continue this way :P
Thanks for replyes, but this is not lowpoly model. This is midpoly. It means another poly count :)
Little update - windows :cool:
Some smoothing errors due to too dense tri-areas like the door handle, looks very nice otherwise. If you need the doorhandles that round I would suggest running the edges a bit longer before ending the loop. :)
good progress, agree with Tonn that there area some problems in smoothing on some places ;)
Levente
01-08-08, 12:52 AM
omg how i hate the new sl design:banghead: its pathetic, but the modell looks good
Door handles fixed, hope it looks better now. Rear lights almost done...
AndyCTDP
04-08-08, 09:53 AM
Great job, but maybe you could save some polys by using a bump for the rearlights instead of modeling this grooves. You can bake a normal map using the hires geometry. The difference won't be big and you can save polys for the interior.
Andy, thanks for advice. I'm making this model for animation. So some extra polys are not so big trouble. I will use textures for rear and front lights.
AndyCTDP
04-08-08, 10:39 AM
Ah ok, sorry i'm always thinking in Game dimensions :D
rodderworld
04-08-08, 09:52 PM
looks nice.
regards,
rodder
Next update - wheels, but still without brakes :clown:
Current statistic: polys 36'504, tris 71'174.
looks good to me, imo the logo on the rim can be bump map, it will save some polys and if the car is for animation, the wheels will be rotating, so it will be almost not visible ;)
The logo probably doesn`t take too many polies, but you could save a lot on the tires....and are those 15 inch rims? :P
Thanks for replyes :) I will try to save some polys in logo and wheels...
Here is very small and very simple animation with Mercedes :chinese:
http://www.youtube.com/watch?v=GMVsi8t0VIc
There were some work on poly count... So model has: polys 34'865, tris 68'028 now. Now I'm working on side mirrors, but still can't get its shape :banghead:
I think rear of the model is finished...
not bad, but there are again smoothing problems, can you show wire :)
No problem - wire ;)
ok, so i thnik you should reduce the horizontal edges on the botom, because it looks bumpy and then the circled are has some bump problem too :) but overall it looks good
At least :) I've made side mirrors :p
Modeling of exterior is finished, so I make small video again :) It is with Vray now. I found some bumps on the model and will work on this stuff. Here are some frames from video and link to movie:
http://www.youtube.com/watch?v=O0higOcrg20
Enjoy! :buttrock:
It needs wheels with a wiiiiiide lip and a lowering but looks good otherwise. How many tris so far?
nice work man, waiting to see better materials and textures ;)
rodderworld
15-08-08, 06:15 AM
the mats and textures are letting it down in a major way.
regards,
rodder
Thanks for your comments :)
It needs wheels with a wiiiiiide lip and a lowering but looks good otherwise. How many tris so far?
There are 44'447 polys and 87'624 tris. What about wide lip? Do you mean rims with bigger radius?
nice work man, waiting to see better materials and textures ;)
Dekuji chlape :) This car paint was a simple Vray mat with red diffuse color some reflection. ;) I thought about normal paint based on Shellac or Blend, but it was just a test. Render time of this animation was about 7 hours :( :angry:
the mats and textures are letting it down in a major way.
regards,
rodder
Sorry, I can't understand you :(
oh man, 7 hours? imo its too much for 8 seconds of animation :dead: try to change the setting, because in this resolution with this lighting it should be much less ;)
and rodder want to say that the materials and texturing need lots of more work, if I'm not wrong ;)
petter
15-08-08, 10:59 AM
the mats and textures are letting it down in a major way.
regards,
rodder
i think that the purphose of those renders isn't that of looking nice but finding the bad mesh reflections/errors as long it's a non high-poly model.
rodderworld
15-08-08, 04:37 PM
that's true petter but i still find that the mats and textures are hiding so much of the modeling in this case it's hard to notice much.
regards,
rodder
petter
15-08-08, 05:56 PM
that's true petter but i still find that the mats and textures are hiding so much of the modeling in this case it's hard to notice much.
regards,
rodder
you're right too:)
I want to show you some test renders from new scene - working on road and some hills around it :) What do you think?
petter
17-08-08, 03:22 PM
oh, yeah, it looks good, but why the front grille it more in the front of the bumper?
petter, I think it looks good. But if you found mistake in the model - point it out ;)
I like it man, good job IMO, only maybe the bump on the ground is too strong ;)
I'm back again with finished model :)
Interior done and fixed some mistakes with smoothing. I make interior just for exterior renders. So it is really simple and low poly...
46'204 polys and 90'760 tris now.
W8ing for C&C :clown:
I think for your first midpoly model it looks good, there are still some smooth problems, but I think it the animation it will be not visible ;)
younglion
22-08-08, 06:15 PM
im still thinking this car should be lower.
Domino
22-08-08, 06:36 PM
im still thinking this car should be lower.
maybe a bit, but still awesome for low poly
I think for your first midpoly model it looks good, there are still some smooth problems, but I think it the animation it will be not visible ;)
You are right. I know about them.... Still working on these throubles... :banghead:
im still thinking this car should be lower.
maybe a bit, but still awesome for low poly
Ok, ok. Low-ride car :P
Start with texturing. So some renders with wheels. More will come soon :)
Ravens
25-08-08, 01:05 AM
Duuuude those tires ? Did you ever looked to a reference picture for that ?
http://images.myride.com/images/vehicle/2009/Mercedes-Benz/SL/staff/2009_Mercedes_SL550_2_%28544x408%29.jpg
rodderworld
25-08-08, 04:59 AM
yeah, those are pickup truck tires.
regards,
rodder
What tires should I make? :banghead: Any ideas? I have a lot of refs, but can't see wich tires SL has :banghead:
I thnik they are bridgestone potenza RE050A or some other bridgestones ;)
younglion
25-08-08, 05:00 PM
well i think what rodder and ravens are referring to is the side of the sidewall and the small rims cause the stock sl tires dont look like that, doesnt matter what brand it is.
Well, most of people talking about tires with low sidewalls, but I make it wide following to blueprint I have. Check attachment. Anyway, thanks to p2sta for idea about Bridgestone Potenza RE050A. :deal: I try to google these tires and take some ref pics. They have very similar tread with I saw on the SL's refs. Updates will come soon :chinese:
Ravens
25-08-08, 09:23 PM
Blueprints aren't correct... Photo's are ;) When do people learn that? ffs..
petter
26-08-08, 08:41 AM
Blueprints aren't correct... Photo's are ;) When do people learn that? ffs..
ffs, Ravens, bluprints might be good or might be not sometimes, but pictures are always bad, because of the perspective,lol.
ffs, Ravens, bluprints might be good or might be not sometimes, but pictures are always bad, because of the perspective,lol.
I think Ravens means, that the tyres will be more correct no the photos thenn on the prints ;)
rodderworld
26-08-08, 04:09 PM
how bout i put it this way? blueprints can be wrong. pictures have perspective. despite that, the tires are clearly much larger on the model and prints than on the picture. when in doubt, follow pictures over blueprints.
regards,
rodder
Well, here is an update. Car is low ride now and tires are slim. Front part of the car textured.
nice work man, I like it :)
rodderworld
28-08-08, 09:23 PM
looks good to me.
regards,
rodder
Thanks guys. Rear part of the car textured too.
looks really good to me ;)
petter
30-08-08, 09:49 PM
it looks like it's modeled. very good:buttrock:
Thanks guys. :) Petter, its just bump maps ;)
Modeling process is finished. So I can back to exterior renders :) Two new renders with different position of the sun. What do you like more?
rodderworld
31-08-08, 10:48 PM
2nd one is better. the side of the car looks flat in the first render. you can't see anything with that sun position.
regards,
rodder
agree with rodder, I like the second more too ;)
2 new renders. Changed: sun position and car paint (a bit).
this sun position is for me better ;)
revelli
01-09-08, 07:10 PM
nice model man, very well done
i found some normals problems around backlights, when i was watching 11.jpg image (that last render)
revelli, thanks man. I know about this issue. Will fix it. Here is new test with good quality.
rodderworld
02-09-08, 10:44 PM
pretty good on the side. the hood is pretty bright though.
regards,
rodder
nice model! can i ask that where did you find the blueprints :) i want to model a mercedes sclass 2009 but i can't find any blueprints. there isn't any blueprints in the mercedes brochures.
alyx, check out smcars. I found this prints there ;)
http://www.smcars.net/forums/mercedes-benz/25940-mercedes-benz-sl-class-2009-a.html
thanks for the blueprint, but i'm searching for the blueprint of this:
http://www2.mercedes-benz.co.uk/content/unitedkingdom/mpc/mpc_unitedkingdom_website/en/home_mpc/passengercars/home/new_cars/models/s-class/w221/gallery.html
rodderworld
08-09-08, 01:36 PM
@alyx: we have a whole thread of places to look. crashing people's threads for an unrelated car is in bad form.
regards,
rodder
rodderworld
08-09-08, 05:46 PM
no problem. just don't make a habit out of it.
regards,
rodder
Sorry for long time without updates. Several past days I was a bit busy with rendering animation :) :p And it is ready right now :buttrock: :D Check it out :)
http://www.youtube.com/watch?v=T3uDycZnqfw
Thanks to p2sta and _deus_
rodderworld
12-09-08, 03:03 PM
not bad. the side barrier makes the scale of the scene look weird. some of the shots are cool but as a whole it's really slow moving. it could be more exciting imo.
regards,
rodder
It looks slow-motion, and the whole scene looks a bit too gray and dark. Camera looks ok though.
uranium
14-09-08, 11:58 AM
i am no expert, but i feel that model is pretty good....
and also the scene is ok...but i feel it will be much better if u add more details in the environment so that the car will have a lot more to reflect and will make the scene more real.
bakuryu06
14-09-08, 12:13 PM
Hellow Sm@rt, nice build here :) A few questions if you can spare your expertise yah? I've been struggling to figure out as to how to do my tail lights because of their awkward...design. You can't really tell whats what from the outside :confused: Looking at yours thats sort of what mines look like. DId you model yours from the inside? Also, how many polys are looking at total on the tire+rim.
Thanks to all.
...the side barrier makes the scale of the scene look weird. some of the shots are cool but as a whole it's really slow moving. it could be more exciting imo....
It looks slow-motion, and the whole scene looks a bit too gray and dark. Camera looks ok though.
Yeah, car can move fast, but I hadn't called attention to this... :clown:
...but i feel it will be much better if u add more details in the environment so that the car will have a lot more to reflect and will make the scene more real.
I will work on another environment, because these hills are pretty bad :)
...I've been struggling to figure out as to how to do my tail lights because of their awkward...design. You can't really tell whats what from the outside :confused: Looking at yours thats sort of what mines look like. DId you model yours from the inside? Also, how many polys are looking at total on the tire+rim.
1. These tail lights have no inner part. I don't need it. Just make outer glass and map a texture on it (diffuse, reflect, H&R Glossiness, bump). You should make inner part of tail and front lights both if you are making hi-poly model (fully modeled light will looks more real). So it is depends of your purpose.
2. Tyre (1120 polys) + Rim (2297 polys) = 3417 :)
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