CAR AND BIKE LOVERS THREAD - MARK III
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Here is a 1970 Monte Carlo my friend sent me to convert. My Dad used to have one exactly like it. I painted it the same colors even, only his had a vinyl top the color of the interior.
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Crap!
I never delete those, you never know when you might need them again and if the site you got it from even closes and no other site has that file, your out of luck getting it again IF something should happen to the files you were working on.
Interesting link I found searching Desoto
http://www.allpar.com/cars/desoto/desoto-cars.html
That is interesting, Thanks Robert. I saw where Music listed it as a 36 Buick on his .jpg, but now I see that Desoto was a Chrysler Product. I wonder if it could be a 36 or 38 Desoto. I'm actually more interested in the HDRI but I will look around some of the GTA sites I know of under Chrysler and Buick for the car.
@Gandoza
Just came upon your 3d render of an Austin Seven Swallow 1931 at Flickr. Very nice. ( Do you remember where you got the model?)
/EDIT If it's your model. Awesome work, just seen the wiremesh pic.
//EDIT Just visited your site. Thanks for the freebies. (Some serious skillz on display there).
Anyone know of a tutorial on Envsphere and applying HDRI's and IBL to it, in DS 4.6. I've applied HDRI's and got blurry images and it doesn't recognize the IBL file extension.
Pointers in the right direction would be appreciated. Thanks.
I also noticed that I had listed the render as a 36 Buick, so I did some searching in my tons of files and it turns out that it was a 3dmax model I got like a hundred years ago...lol...NOT a GTA. Sorry about that. It is in .max format only. Thats how I was able to dirty up the chrome a bit. Max lets you do stuff like that better than most all other programs and it has VRay capabilities for rendering.
I will try to find the HDRI I used. I have tons of links for them.
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When you open up the zip or rar file for the HDRI, you use the image that says "bg" in it. If it shows up too big, you have to resize it to fit. Some HDRI images are blurred on purpose for depth of field purposes.
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When you open up the zip or rar file for the HDRI, you use the image that says "bg" in it. If it shows up too big, you have to resize it to fit. Some HDRI images are blurred on purpose for depth of field purposes. I think the .IBL file is for lighting only. I brings the lights in at an angle for shadows to cast in the direction they are on the image used on the dome.
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@music
Thanks for the info.
So you only use the jpg with the Envsphere, not the HDR or IBL files.
Cheers.
Correct. Here is one they called the "Parking Lot" done in DS 4.6. The cool part about all this is, you can spin the image and find just that perfect section and render just it, then later use it as a background for anything. This one could be used for any car. Looks like the sun is casting shadows to the right of the trees, so you would add a distant light and rotate it to shine down at the same angle.
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Here is the same image for background I did, then I added the Ground plane with Uberenviroment and a single distant light (for the shadow). I included a screenshot of what it looks like before rendering. You just turn off the ground plane while you rotate the viewport to set the car where you want it. If you rotate the actual car, you must parent the ground plane to the car for the shadows to be in the correct place. If not, the car will move away from the ground plane and it will not show shadows on it. Just be sure to turn the ground plane back on before you render. I softened the shadows to 30% on the distant light. You can have a much harder/darker one if you take it up to about 80%.
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does any1 do any of their own models if so i have a project 4 u. i kno that the cars in this forum are classics but i was wondering if some1 could model the 2013 mazda 6 blueprints are posted below. plz reply so i kno wat u guys think.
My renders using Envsphere.
1. Using primitive plane diffuse at 60,60,60. - Black
2.. Used freebie shadow catcher surface shader on plane. - OK.
3.. Added Uberenvironment2. - mesh effect in globe and lighter shadowing.
Model converted from Blendswap - Seat 600 L 60 by sope242
Yosemite render. The easiest to set up.
I have built a number of cars from scratch but it can quite time consuming generating a believable model. The quality of the model is much dependent on good reference material and time spent on small details.
While this isn't a vehicle which interests me sufficiently to do a model build for free I would consider subsidizing a build on a sensible fee.
That makes sense, I kinda thought that it must be a subdivision mesh, and these triangulated GTA game meshes don't usually subdivide very well. I have seen a lot of cars that are in the .max format with vray materials. It seems to be a very popular combo, I'm sure for good reasons and your work on that render can certainly vouch for it.. I use Modo so I can't import them, although I can import .fbx and .3ds formats.
Did you use a layered shader setup? I'm guessing at least 2,.... 1 for chrome and 1 for rust, maybe even dirt and grime layers.....? How did you go about setting all that up? I ask because as you pointed out my tires on the Jeep need dirt, I'm thinking mud and I'm not sure how to go about doing it. Also if you have any suggestions on how to make tire tracks show up in the shadow catcher I'd appreciate any help in that area too.
Sorry if this is a lot of questions, but who better to ask than you. Again, great work on that Desoto..Awesome!!!
That makes sense, I kinda thought that it must be a subdivision mesh, and these triangulated GTA game meshes don't usually subdivide very well. I have seen a lot of cars that are in the .max format with vray materials. It seems to be a very popular combo, I'm sure for good reasons and your work on that render can certainly vouch for it.. I use Modo so I can't import them, although I can import .fbx and .3ds formats.
Did you use a layered shader setup? I'm guessing at least 2,.... 1 for chrome and 1 for rust, maybe even dirt and grime layers.....? How did you go about setting all that up? I ask because as you pointed out my tires on the Jeep need dirt, I'm thinking mud and I'm not sure how to go about doing it. Also if you have any suggestions on how to make tire tracks show up in the shadow catcher I'd appreciate any help in that area too.
Sorry if this is a lot of questions, but who better to ask than you. Again, great work on that Desoto..Awesome!!!
No shaders used. Old fashion UV mapping with a rusty texture overlay. Same on the windshield to get the grunge. For the tire dirt, uv map the tire and overlay the texture of a dirty tire, then make a bump map for the depth of the dirt on it. Maybe adjust the displacement too. Turn the specular back some to take any new shine off the tread and side of tires. Would be nice if the GTAs were quads, but these are older San Andres triangulated meshes. Still, they do have nice edges where the doors and hood meet for moving parts. That seems to be a problem with some cars. Tire tracks could possibly work with a transmap applied to the opacity tab. Use a copy of the road itself. I did this with sea foam on a beach scene using the water waves.
Not sure but it looks like the bottom picture of the car is set back just a hair more than the side view of the car. Look at how close the bumper is to the edge of the pic on both. Sometimes all it takes when setting up a model car is just a fraction of being off to throw the entire project into a tail spin...lol. I ran into this in cinema4d trying to model a new VW beetle. I had to abandon it because it wasn't lined up right. Sometimes the front and/or rear shots are not sized right too. I used one of Dan P's image prints of his 1955 chevy to do a setup for sketchup and it was different sized photos..
This looks pretty good, except the bottom image needs to go forward just a tad. You can do that when you cut it up.
It kinda looks like the "Benzo" full shark car that was made about a year ago, by Elele, an awesome model. A freebie at sharecg.com
http://www.sharecg.com/v/53793/gallery/11/Poser/Benzo-shark-FULL-also-for-poser
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Looks real good. You are getting the hang of it. Those little seat cars are cool.
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anybody seen Betsy lately? I am worried!
:long:
Thanks for the assistance music. I've improved on my shaders a little.
Got better results by changing uberenvironment2 light to 80% and colour 60.60.60.
Removed the mesh artifacts in envsphere by using subD. Rendered with one distance light.
Shadow Catcher link : http://www.sharecg.com/v/70391/gallery/21/DAZ-Studio/Shadow-Catcher-For-DAZ-Studio-4.5+
You can also soften that shadow by adjusting the shadow softener on the distant light about 30%. Then it looses the hard edges.
Looks real nice.
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It's a cute little car too!
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Subdivision will really smoothout the rough spots when you weld the vertices first, then recalculate the normals. If not, the model can come back with holes all in it. With DS you can't undo a subdivision, so save it first. Poseray does a good job of this for .3ds and .lwo models. I do it on all my conversions. Super smooth.
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See what you mean about little, it's really difficult to gauge scale in relation to the background image.
Scaled up, so the camera doesn't look over the top of the car, used 30% shadow softness on the distance light.
/EDIT plus one distant light under the car at 10% with no shadows to simulate bounce lighting.
Was also available in yellow. :)
Thanks for the feedback.
Here is GTA 40 Ford Coupe on Route 66 in Arizona. Used the shadow plane and the pic is a HDRI screencap applied to the background. Used the same background image in the reflection.
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Just for fun...hehehe. A real desert boot !
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Wanted to see how this all works for an inside person render. Had to add another distant light and angle it down on her right side to show some inside lighting. Turned out pretty good.
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Aston Martin DB9.
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Actually, that's not N7's 40 Ford, that's the GTA conversion, the N7 car is a standard Ford, this one is the De Luxe, I hardly ever use the N7 car anymore, because I like the gta model much more.