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  1. #76
    CG Cars Junior Member
    dread_darven's Avatar
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    Posts: 62
    @ Andrew;

    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

    Rear
    http://www.xs4all.nl/~brendel2/darc/...inal%20dof.jpg




    Greetz


  2. #77
    CG Cars Junior Member
    b3d's Avatar
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    I love it, paint is alot better! :love: :buttrock:


  3. #78
    CG Cars Junior Member
    dread_darven's Avatar
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    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.



    Fullsize render:
    http://www.xs4all.nl/~brendel2/darc/...20outside1.jpg

    I'm off, tweaking some more in max 9.
    Greetz


  4. #79
    CG Cars Junior Member
    marbl's Avatar
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    WOW, your model is awesome!!! :buttrock:
    Where did you get BP for this? Can you share it?
    LATVIA

    portfolio under construction..


  5. #80
    CG Cars Member
    Levente's Avatar
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    yup awesome outdoor render!!! i prefer outdoor renders better then studio renders its much more realistic :buttrock: :buttrock: :buttrock:


  6. #81
    CG Cars Junior Member
    sefs's Avatar
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    Posts: 180
    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...


    greetings

    sefs
    online portfolio


  7. #82
    CG Cars Member
    Dave_3d's Avatar
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    Posts: 1,990
    Cool Looks smart.

    The MR Sun & Sky setup is very helpful.

    Your clouds look excellent, how did you do them ?

    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


  8. #83
    CG Cars Junior Member
    Lukz's Avatar
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    great work man, i liked the environment...congrats!


  9. #84
    CG Cars Member
    dbKenn's Avatar
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    You have to post your render settings, lol, please will you?
    Xbox Live GamerTag: NoobMcMuffin

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  10. #85
    CG Cars Junior Member
    dread_darven's Avatar
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    Thanks for the reply's.

    @brekulis;

    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.

    Fullsize:
    http://www.xs4all.nl/~brendel2/darc/...nery/test1.jpg



    This is what i use as the main layout, and some big industrial buildings next to it.

    http://www.xs4all.nl/~brendel2/darc/...er1_resize.jpg

    And a picture which resembles the feel i will give to the render with the astra.

    http://www.xs4all.nl/~brendel2/darc/...led_resize.jpg

    Greetz.

    ps. Hope some people can give me more reference of the destilation tower and other "props"


  11. #86
    CG Cars Member
    Dave_3d's Avatar
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    Quote Originally Posted by dread_darven
    @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:
    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 ...

    http://www.dmmultimedia.com/multimedia/abstract_001.jpg

    But do the "Clouds" not cast shadows ? And eat rendering time ?

    My Max9 is moaning about being registered. Need to find some time to contact Autodesk to have a go at this. Still finishing some projects using Max8.

    Dave
    DMMultimedia HomePage Old School Fords, Max/MR and Schnorbill Texturing/Rendering Tutorials


  12. #87
    CG Cars Member
    X-Ice's Avatar
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    nice:buttrock:
    ...Every Poly has a place in my Heart...


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  13. #88
    CG Cars Member
    petter's Avatar
    Autodesk 3D Studio Max Mental Ray
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    any updates ?

    the car is awesome...
    cg-space: forum community for digital / traditional artists

    My work:
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  14. #89
    CG Cars Junior Member
    sth3ll's Avatar
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    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!


  15. #90
    CG Cars Senior Member
    rodderworld's Avatar
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    Join Date: Apr 2006
    Posts: 6,957
    this thread is quite dead.

    regards,
    rodder


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