I am wondering if anyone knows of any car brake light or indicator tutorials ? as i am trying to model a dodge viper and having trouble working out how to do this.
you can do it in two ways, one is simple model and maps
or lot of modelling
i am chosed modeling earlier, check my work if interested, its not top cool mega super but maybe you can find something that will help you
you can check all this forum, this was showed X-times in WIP
BUY models
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Show us your work or on what you exactly have problems, then we can help you better
If i remember correctly this pics i've from exidge (SL55 WIP)...
I dont know but this will help you maybe! ; )
The problems i am having is the layering of the light, how do you know how to layer it up ? Is there a good book on a dodge viper srt 10 with diagrams?
1. In rear light renders attached, i have used a chrome shader for the holder of the light. Used this tutorial(http://www.dmmultimedia.com/3dtips_04.htm) to create a realistic back light and covered it all, with a red sheet of glass but its not good enough for what i need, I need close up shots.
2. For the front lights the problem i am having is creating the orange indicator and have attached a photo of this.
Thanks for the images jaystyle. They really help put things into perspective. I was just contemplating this very thing today for my AE86's lights. I was considering faking the inside piece with a bump map, but that's not going to cut it with light refractions and so forth. *phew* Still a lot more modeling to go I guess.
1. In rear light renders attached, i have used a chrome shader for the holder of the light. Used this tutorial(http://www.dmmultimedia.com/3dtips_04.htm) to create a realistic back light and covered it all, with a red sheet of glass but its not good enough for what i need, I need close up shots.
Well ... in my tutorial I only explain a clear light lense. Tinted glass is diffreent.
Most lights have a modelled pattern on the inside of the lens cover, the lens backing or both. It may be tinted itself or from the backing or again both. You can model or fake with textures - whichever gives you the results and is speediest.
In Mental Ray you can use material colour, transparency, transparency colour, reflection colour, translucency and translucency colour to get the effect you are looking for. Takes a bit of experimenting. And remember you need enough ray depth for all reflectiosn and diffractions !
I created the interior indicator and angel eye rings on my BMW with a mix of the above. I also used translucency on my Capri - you can still see the bulbs behind the tinted glass. And in my MK1 I used a combination of all the above methods ...
Dave
DMMultimedia HomePage Old School Fords, Max/MR and Schnorbill Texturing/Rendering Tutorials
Well ... in my tutorial I only explain a clear light lense. Tinted glass is diffreent.
Most lights have a modelled pattern on the inside of the lens cover, the lens backing or both. It may be tinted itself or from the backing or again both. You can model or fake with textures - whichever gives you the results and is speediest.
In Mental Ray you can use material colour, transparency, transparency colour, reflection colour, translucency and translucency colour to get the effect you are looking for. Takes a bit of experimenting. And remember you need enough ray depth for all reflectiosn and diffractions !
I created the interior indicator and angel eye rings on my BMW with a mix of the above. I also used translucency on my Capri - you can still see the bulbs behind the tinted glass. And in my MK1 I used a combination of all the above methods ...
Dave
Hi Dave,
My problem is not with clear lights as your tutorial has cleared that up but lights with patterns on the lens, such as a brake or indicator light.
How do you know how to model a light with patterns on ? As i would take a real light apart but dont have the resources to do this (£££ Dodge viper) and can not find blue prints or diagrams on this.
Also i am modelling & lighting this in houdini and would be apprecitive of a simple explaination but do have 4years experience with 3ds max.