10x my friend, I was thinking about doing it the same way I just didn't remember about the FFD modifier which is the key to my solution, but nevertheless autodesk should make a tool for arraying geometry along a path which are orientated by the tangent of the path what if it weren't cylinders but more complex geometry
Nice work. I think that it is a nice compostion, but in my opinion the contrast maybe is too high in some places, specially in the headlights, and grille. Also the windows should reflect a bit more. Anyway great modelling, and render
well the 1st one is weird i think, but not bad
please, use my testrender as reference
the wall is liiiight blue and more yellow-blueish colouring is postproduction...
BUY models
WIP`s: BMW 5er f10 sedan Bmw e38
Mercedes-Benz W 115 - low rider Next WIP: Chevrolet Camaro 1982-6 /OR/Bmw 6/
CPU Intel q9400 Memory 8GB HDD few disks...1TB ... not much :D
Graphics Card ATI 4800 HD Monitor Setup Samsung 22" OS Win 7 x64
Finally the exterior modeling is finished now I'll maybe do a low poly interior so it is at least not empty and I may make the glass a little transperant like Duron did with his BMWs
you have a really nice model, you have few little mistakes here n there, but im sure your aware of them.
Good job on going this far, i bet you learnt alot and i cant wait to see your next model, im sure you know why.
Thanks w0rx I know what you mean, I am really keen on trying your technique as well it looks very clean just for the experience. But until then it is time for rendering but before that some material test all materials need tweeking.
I need a little help with my renders settings how can I improve my studio quality, I mean how to remove the artefacts on the ground and all around, I suppose it has to do with the indirect illumination, for the primary bounce I use Irradiance map (setting set to High) and for the secondary I use Photon map ??