Supercar Src11

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Supercar Src11 // Work in Progress

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Post by kujisha // Feb 19, 2006, 2:10pm

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On that second render, what did you do, just change the lights setup or is it the render?

Post by i_maker // Feb 19, 2006, 2:51pm

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Thanks, Splinters.


Kujisha, the second image on page 1 of this post is a different scene with a different light set-up. I tend to retain each scene with a particular light set-up so Ican go back to it and re-render at will. I know this creates a lot of mutiple large files which take a lof of space, but this works best for me. After all, it's only hard drive space, and I still have plenty for now.


Cheers

Post by Nephos // Feb 19, 2006, 3:06pm

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This is an awesome model and great renders to boot!


Nephos

Post by i_maker // Feb 20, 2006, 9:06am

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Thanks, Nephos. Good to hear from you.


Kujisha, I should have mentioned that I have changed the focal length of the camera from 35-50mm in the first render to a "telephoto" (may 200-300mm) camera in the second render. Different focal lengths yield different perspective views of the car. It all depends on how you want your renders to look like. I personally like the more "neutral" telephoto shots with less perspective distortion. Another example of a "telephoto" view is the render of the full car from rear-passenger side (on page 2 of this post). I wish there were a feature in ts which lets you set the actual focal length of the camera. Currently, the only way to set the focal length is by using the view-zoom tool and manually adjust it.

Post by i_maker // Feb 20, 2006, 1:12pm

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Hi All


This is it! A final render of this WIP. I wish I could post a larger image so you can enjoy the little details more… The original image was rendered at 5120 x 3964 on my DELL P4 3.5GHZ/1GB RAM (about 4.5 hours rendering time).

Post by i_maker // Feb 20, 2006, 1:26pm

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Rear Engine Air Intake

The protective mesh is real geometry, not a texture. In fact, not a single texture map is used on this model. I basically used a flat cube with a hole in it, mirrored it using the Mirror tool to “propagate” the mesh in all directions, then used the Bend tool to “form” it. SDS was carried out at level 1 (any higher and the polygon count just hit through the roof!). I used Boolean subtract to cut the sheet of diagonal square holes to fit the piece inside the car.

Post by i_maker // Feb 20, 2006, 1:28pm

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Front Grille

Same mesh as for the engine air intake, except slightly different shape.

Post by i_maker // Feb 20, 2006, 1:29pm

i_maker
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Wheel/Tyre/Brake combination

This is what “makes” the car. I managed to reduce the polygon count from 325,000 to just over 96,000 for each set chiefly by reducing the SDS level of the alloy wheel from 4 to 3. Another polygon reducing trick I used was to cut away from objects parts that are not visible (using boolean subtract/union tools): the only problem with this method is it is “destructive” of the meshes.

Post by Vizu // Feb 20, 2006, 1:29pm

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Weeeeeeeehaaaaaaaaaaa yeah nice modeling / rendering.

worth for shown on cgtalk.

Post by Nephos // Feb 20, 2006, 1:31pm

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Fantastic job! I would like to see a higher res render. :(


Nephos

Post by Vizu // Feb 20, 2006, 1:40pm

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2 Questions !


What shader u use for the Car and !!! more important ;) How you have done the tires ( not the rim ) ?

Post by Alien // Feb 20, 2006, 1:43pm

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This is it! A final render of this WIP. I wish I could post a larger image so you can enjoy the little details more…

Very nice! Looks like a poster a kid might have on his wall [for me it was the Countach :)].


Just because you can't put larger images in the forum, doesn't mean you can't use the smaller image as a "thumbnail" that links to a larger 1. [assuming you find somewhere to host it]


http://www.urlforbigimage.com (http://www.urlforsmallerimage.com)

Post by i_maker // Feb 20, 2006, 1:47pm

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I used the Multi-Layer Paint shader in ts6.6.


The tyres just about are the only objects that are not SDS (still haven't figured out how yet!). I basically lathed a face, then uses Boolean subtract to cut the treads with an array of curved "cutters", if you know what I mean.

Post by Alien // Feb 20, 2006, 1:51pm

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I basically lathed a face, then uses Boolean subtract to cut the treads with an array of curved "cutters", if you know what I mean.

Were I to try, that's probably how I'd do it too.

Post by noko // Feb 20, 2006, 2:38pm

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Total Posts: 684
The depth is incredible :jumpy: , cutting the tires using boolean and the grill is not a texture does add that extra effect when viewing your masterpiece here. Now I wish there was a SDS course in the TS series, I wonder who would be able to give it ;)? Great job and much thanks for sharing, showing this at CGtalk will probably make a few jaws drop, or actually a great number of jaws dropping.

Post by splinters // Feb 20, 2006, 2:48pm

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Gobsmacking stuff i_maker. I would love to see this rendered in TS7 with HDRI. Are you intending to move up to version 7? If not you could always send me the model...;)

Post by i_maker // Feb 20, 2006, 3:30pm

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Total Posts: 156
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Thanks, guys, for all your comments.


I have posted on CGTalk before, but the people there are nowhere nearly as friendly as here within our ts commnunity. I might just yet, but I’ll wait until I have more renders, and wireframe views, etc, because people there are so demanding!


Now, about tutorials on SDS using trueSpace 6.6. That would be something worhtwhile for the ts community as a whole. When I have a bit of free time, I might start something here…

Post by noko // Feb 20, 2006, 5:11pm

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Total Posts: 684
Sounds good, I could use all the help I can get with SDS. Been playing around with it in the player and actually was able to model a finger :o. Index finger to clarify matters ;) . Maybe I will graduate to a whole hand in the near future :) .

Post by stoker // Feb 21, 2006, 12:13am

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Total Posts: 506
That is a sweet car, looks almost like a photo:). HDRI would make that image look even more fantastic.;)

Post by Délé // Feb 21, 2006, 1:06am

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Excellent work i_maker! Top notch! :)

Post by W!ZARD // Feb 21, 2006, 1:11am

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Impressive and inspirational work - well done i_maker.

Post by i_maker // Feb 21, 2006, 8:34am

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Total Posts: 156
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Thanks, Mark, Délé and W!ZARD.


You can view hires renders of the SRC11 here:


http://forums.caligari.com/discus/messages/1584/21021.html?1140546290

Post by chrono // Feb 21, 2006, 9:22am

chrono
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Umm... i_maker what's the odd second shadow about??? Is that a shadow artifact or something else?


Those grills are well done! I could show you how to do them in SDS, but TS isn't able to do it using my method since it lacks the type of bevel I use. As for making the tires in SDS well you can, but it's a real big waste of faces when you can simply chamfer the edges for the extra detail.


This guy also does car modelling: http://www.onnovanbraam.com/


Oh and sorry to hear that about CGTalk, but professionals are demanding of quality for any still work!

Post by i_maker // Feb 21, 2006, 9:42am

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Total Posts: 156
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Chrono


The scene is indoor, with multiple light setup. Obviously you will get shadows of various intensity/shape/size depending on what lights you use, as in real life. The look I go for here is not photorealistic look, rather a stylised image with subdued lighting (like bounced light). I do not use the proverbial “white plane above the car” (those renders all look alike, imo), so I design different lighting set-ups for my cars. I find reflections on a car quite distracting.


Professionals get paid to do what they do. Amateurs/hobbyists have only themselves to please. I am glad I am not a pro.

Post by b_scotty // Feb 21, 2006, 10:46am

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I am glad I am not a pro.

Perhaps not, but you certainly produce quality renders like one. :)
Simply beautiful.

Post by splinters // Feb 21, 2006, 1:41pm

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Your work is certainly professional looking to me i_maker. Perhaps the pro's might like to post some of their own work here and show us how it should really be done....;)

Post by Alien // Feb 21, 2006, 2:59pm

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The tyres just about are the only objects that are not SDS (still haven't figured out how yet!).

I know the tire in this tutorial (http://www.caligari.com/store/special/news_dec02/tricks_and_tips.html) isn't the same type as you want, but maybe it might point you in the right direction.
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