Thanks man, and the the exhaust is missing 1 thing tho.....the remus badge .
@ Dave_3d;
I did that mostly because of just testing things out . But the final gather render had a better specular than the standard specular pass and the colour came out great. shadows are mostly from the ambient occlusion pass but are indeed redefined by the final gather render (some places have more realistic shadows in it).
3dsmax 9 is indeed lovelly for mental ray users :buttrock: escpecially that sun and sky setup, can't wait to get my hands on that.
@ ezeeboy;
Thanks for the kind words. And just practice practice practice ey .
Made the Shark fin antenna, the rear window mask and redifined a couple of things. Still need to make some of the gaps between the parts bigger among some other things.
Some renders.
Fullsize @ 500K each:
Front
http://www.xs4all.nl/~brendel2/darc/...inal%20dof.jpg
Haven't made much progress latelly because i was playing around with 3d studio max 9...... my god i love it :buttrock: . But i did do some testing on the Astra. Used the MR sky/sun setup, some new arch&design materials and the new Carpaint shader, very very nice. Well here is the scene i created, it also uses particle clouds (could not use volume fog for creating clouds because of the mrsky setup ) It isn't finished and is more a testing render.
clean and real model...
i've tried the car paint shader on max 9, and was absolutely amazing... a lot of detailed parameters... and a real metallic paint look...
There is actually a little glitch with the Car Paint shader that means it is not illuminated by a skylight when you try a Studio Render - there is a small hack to allow this, which will hopefully be fixed for the next update. I'll post how to do that ...
Dave
DMMultimedia HomePage Old School Fords, Max/MR and Schnorbill Texturing/Rendering Tutorials
You have to post your render settings, lol, please will you?
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(M²) MOBILE MODELER: 3D Car Modeling
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The Blueprints can be found on http://www.the-blueprints.com
Only the side front and rear are available for the coupe, but i used the DTM astra coupe top blueprint .
@Levente;
i also prefer outdoor now cuz studio renders are very hard to make right imo.. and you can do more with outdoor renders .
@sefs;
The new carpaint is indeed great, especially the flakes. but i think the paint i used in the older renders is also good enough tho.
@Dave_3d;
MRsunsky is indeed a great addition.
But i hope to see the fix for that carpaint thing, although i haven't experienced it due to not using the skylight .
About the Clouds, they are particle clouds, using this material;
Some noise as the diffuse color and the same map as bumpmap, to create the cloudiness (dunno how to call it :P ) . And a gradient ramp as opacity map black at beginning going to white. then you create 1 simple geosphere and use pcloud particle emitters set to box which obtain alot of instanced geosphere's (that simple one)...
Hope this explanation is any good :banghead:
@dbKenn;
Render settings..... well, quite simple. Mental ray renderer supplied with max9. turning on final gather with high settings, MR sun/sky setup with almost standard settings (some haziness and some other parameters to) . The materials used are almost standard MR arch@design materials and the new carpaint shader.
I am now in the process of building a scene for it. The car is not finished but i got a little bored with it so i am now doing this .
Got the idea of creating some kind of refinery with all those pipes, would look cool imo. Got alot of reference for it, but could use alot more..... especially the destilator towers and ground floor pictures, up close. Here is a test render of where i'm at now. It still needs alot of things tho.
MRsunsky is indeed a great addition.
But i hope to see the fix for that carpaint thing, although i haven't experienced it due to not using the skylight .
About the Clouds, they are particle clouds, using this material;
Some noise as the diffuse color and the same map as bumpmap, to create the cloudiness (dunno how to call it :P ) . And a gradient ramp as opacity map black at beginning going to white. then you create 1 simple geosphere and use pcloud particle emitters set to box which obtain alot of instanced geosphere's (that simple one)...
Hope this explanation is any good :banghead:
They are very effective. I'll need to have a play with that setup. What do you use to emit the püarticles ? Your geosphere emits the particles ? I think I did something similar to get water drops ...
the car is indeed great. I've been looking for blueprints for it for a project at work and can't seem to find good ones. Could you please isometric (clay) render top/front/left/back? It would be great. Thank you and cheers!