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3 Dimensional Chat / Lamborghini Gallardo

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Venge
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Posted: 23rd Nov 2007 05:10 Edited at: 23rd Nov 2007 05:12
I've been working on this for a while, kinda got stalled for a bit on several minor flaws, obviously they've not all been worked out yet. Anyway this is my latest render, this has been completely modeled and rendered with Blender.

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Venge
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Posted: 23rd Nov 2007 05:11 Edited at: 23rd Nov 2007 05:12
Another pic...there's some major shading issues in the seam behind the door, I'm still working on it

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5Louiz
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Posted: 23rd Nov 2007 11:38
Beautiful work so far. Makes me want to start mine. Keep it up.

Venge
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Posted: 24th Nov 2007 15:43 Edited at: 24th Nov 2007 15:43
Thanks.
I haven't had time to work on it much, been at my real job...But I have most of the roof done now and a lot of the little flaws sorted out. I'll get a render up here soon when I finish the roof.


For those of you that don't know, it should look like this when it's done:

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Venge
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Posted: 25th Nov 2007 01:14 Edited at: 25th Nov 2007 01:48
I find it interesting that a hundred people have viewed this thread and only one has bothered to comment.

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hessiess
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Posted: 25th Nov 2007 01:32
the indentation on the bonnet is to deep compared to the refarance

Jon Fletcher
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Posted: 25th Nov 2007 02:37
very very awesome.

i could never really model cars accurately, i started making a gallardo in free time a while ago, didn't go so well

can i see a wire-frame please? personal thing.

cant wait to see it finished.

mastercheif 193
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Posted: 25th Nov 2007 03:15
That looks very good venge.
Venge
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Posted: 25th Nov 2007 04:44 Edited at: 25th Nov 2007 04:44
Thanks for the comments everyone.
I know some of the proportions are off, like the hood (bonnet?) because at first I started modelling this just based on photos from the web. Then I found [href]www.the-blueprints.com[/href] and got a pretty good blueprint of it, so I tried to line it up as best I could. Guess I missed something, thanks hessiess .

@Jon:
Well, I can't model humans accurately. I guess we're opposites
Here's the wire, its not really good pic but I tried to get all the details. You notice it still doesn't line up with some of the blueprints... meh. The model is currently 481 quads, obviously subsurfed a bit for the renders, so it ends up around 250k+ polys. It took me a while, but I got rid of all the triangles in this mesh. I hate those things...

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Venge
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Posted: 25th Nov 2007 22:41 Edited at: 25th Nov 2007 22:41
Small update..

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Jon Fletcher
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Posted: 25th Nov 2007 22:58
wireframe looks great and surprisingly simple, i was struggling with mine when coming to tight corners, as triangles don't subdivide well there was a lot of cramped quads.. might re-visit it sometime.

well anyway, cool stuff, keep it coming

Venge
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Posted: 26th Nov 2007 04:24 Edited at: 26th Nov 2007 04:24
I tried to keep it simple, it usually gives better results. On another project I had going, a Ferrari Enzo-- I didn't start off with a very clean mesh, had too many lines going through where I didn't need em, and parts of it looked wavy because of having so many vertices. It's hard to keep em in a good curve, and especially with reflections you can tell something is off. I had the same problem with part of this mesh, just in front of the front wheel, where I had to add some extra lines for that little reflector thing. But I got it sorted out.

As for tight corners, I use creasing with the subdivision. I usually have creased lines drawn on the mesh when I'm working on it, but I turned em off to take that pic of the wireframe... This is what I usually see:



The yellow lines are creases, and the blue ones are face normals.


Well, I better get back to modelling

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Venge
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Posted: 27th Nov 2007 14:25 Edited at: 27th Nov 2007 14:25
A little more...body mesh is almost done, yay

Some stats--
Low poly version(no subsurfing): 815 polys
Render version(subsurf level 5): 1,669,121 polys

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DevilLiger
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Posted: 28th Nov 2007 00:51
man that's pretty awesome work on that lambo.

Venge
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Posted: 28th Nov 2007 03:13 Edited at: 28th Nov 2007 03:14
Thanks.

Another update...finished the body, woot



Now I have to pick a color...I'm thinking orange.

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Venge
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Posted: 29th Nov 2007 01:15 Edited at: 29th Nov 2007 01:18
Been experimenting with the lighting/background a bit...

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AndrewT
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Posted: 29th Nov 2007 02:07
Nice! I love the color. I wish I could model cars. Heck, I wish I could model much of anything!

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Venge
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Posted: 29th Nov 2007 22:51
Thanks AndrewT.

Well, since no one else is posting I guess I will. This will be the first model to go in my portfolio, since I've made a few cars before this and now I think I'm ready to make something different. I'm probably going to make:

An animated human model of some kind
Possibly a monster/enemy thing
A few outdoor scenes (mountain, city, maybe a desert)
An indoor scene

Anyone have any other ideas for me or maybe specific ideas for what I've listed?
AndrewT
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Posted: 30th Nov 2007 00:44 Edited at: 30th Nov 2007 00:45
You might want to try a weapon of some sort, or possibly some furniture.

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Venge
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Posted: 1st Dec 2007 06:23 Edited at: 1st Dec 2007 06:24
Headlights are a pain...

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Not_Maindric
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Posted: 1st Dec 2007 06:59
Nice, I like it. Only one thing, I think it may just be the jpg image, but at the right of the care, it looks a little, pixelated... Just something I saw. Looks amazing none the less. What program you use? From above, looks like you use Blender.

Venge
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Posted: 1st Dec 2007 14:58
Yea, the jpg makes it look bad. When I make the final render, it will be a higher resolution and a bmp because I'm making this for my wallpaper.

And yes, I use blender.
Roxas
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Posted: 1st Dec 2007 15:18
PNG>BMP IMO!

Yea you should use png


Click For Details!

tatts
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Posted: 1st Dec 2007 15:27
Very nice keep up the good work!

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB
Not_Maindric
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Posted: 1st Dec 2007 20:12
Quote: "PNG>BMP IMO!"


Png>Bmp>Jpg Png in my personal favourite. It is usually smaller than a Jpg, and better quality. (Tested with multiple pictures.)

Roxas
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Posted: 1st Dec 2007 20:18
Yes! You cant even compare PNG and BMP with quality! They both looks exactly same.. And sometimes PNG is even smaller file than jpg.

BMP is just so dang big file!


Click For Details!

Venge
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Posted: 1st Dec 2007 21:24 Edited at: 10th Dec 2007 05:08
I'm not very familiar with PNG. So, bmp quality at jpg size? Sounds good to me.

This is my checklist so far, I'll keep updating it as I get more done.

Main body mesh....
Windshield........
Front grill mesh..
Lambo-logo........
Headlights........
Reflector thing...
Wing mirrors......
Side windows......
Rear window.......
Rear grill mesh...
"Lamborghini".....
Taillights........
Exhaust pipes.....
Tires.............
Final render!.....
Not_Maindric
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Posted: 1st Dec 2007 22:00
From what I have seen, it looks almost like a full care. How do you get such good quality?

Venge
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Posted: 1st Dec 2007 22:23 Edited at: 2nd Dec 2007 00:39
Quote: "How do you get such good quality?"


Well, [url]www.theblueprints.com[/url] is a good site for blueprints. I downloaded a pretty accurate blueprint of the car, then cut it into front, side, and top views and put them as the background for 3 of the 4 views in blender(as you can see in the wireframe pics). Then I started with part of the hood as a single plane, and extruded its edges, basically tracing the blueprints in 3D using the vertices.
Roxas
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Posted: 1st Dec 2007 23:50
Quote: "Well, www.theblueprints.com is a good site for blueprints. I downloaded a pretty accurate blueprint of the car, then cut it into front, side, and top views and put them as the background for 3 of the 4 views in blender(as you can see in the wireframe pics). hen I started with part of the hood as a single plane, and extruded its edges, basically tracing the blueprints in 3D using the vertices."


Good thats the right method!
Some people uses the box modelling on car with is just wrong IMO!


Click For Details!

Not_Maindric
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Posted: 2nd Dec 2007 00:16
Quote: "Some people uses the box modelling on car with is just wrong IMO!"


I tried that once, quit early, failed miserably. I am now going to try that method. Hope it works. Using a Ferrari F50. Thanks for the tips.

Venge
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Posted: 2nd Dec 2007 00:55 Edited at: 2nd Dec 2007 00:57
Reflector thing...
Wing mirrors......
Side windows......
PNG...............




EDIT: Also, that website is www.the-blueprints.com ... I forgot to add the hyphen last time.

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Roxas
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Posted: 2nd Dec 2007 03:15
Hehe now it looks actually lot better when jpg isnt pixelating it!
PNG ftw

I could start modelling car too soon.. If i can just find the Noble M-15 Blueprints.


Click For Details!

Venge
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Posted: 2nd Dec 2007 17:15 Edited at: 2nd Dec 2007 17:33
Rear window.......
Rear grill mesh...
"Lamborghini".....
Exhaust pipes.....


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da power pwnerer
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Posted: 3rd Dec 2007 13:28
That is incredible! Very nice job. What is the current poly count?




-Dan


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Come to Noobisoft's website today!
5Louiz
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Posted: 3rd Dec 2007 13:30
Looking great. Do not forget to use an HDRI in the final render.

Venge
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Posted: 3rd Dec 2007 22:46
Current poly count is around 3500 polys, but it's subsurfed to over a million for the render.

And, if I knew how to make an HDRI and use it in blender, I would. Right now, I'm thinking of making a warehouse or something to use as the background.
AndrewT
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Posted: 3rd Dec 2007 23:12
I don't know much about rendering and what not, but this looks like what you want:

http://biorust.com/index.php?page=tutorial_detail&tutid=73



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Venge
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Posted: 4th Dec 2007 00:15
Thanks for the link Andrew. I found a few hdri's from google and hopefully I'll get em to work for the next render.
Venge
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Posted: 4th Dec 2007 05:09 Edited at: 4th Dec 2007 05:11
HDRI pwns.




By the way, there's nothing new in this render...except the awesomeness.

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Venge
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Posted: 7th Dec 2007 14:11 Edited at: 7th Dec 2007 14:12
Well, thanks to a homework-loving English teacher, I haven't had much time to work on this. But I just got the taillights done and fixed a few glitches in the seams.

Taillights........



By the way, the background won't be slanted like that in the final render. For some reason, when you have an HDRI background and the camera has any Zrotation to it, the image is skewed to one side...It's easy to fix, and I'll probably just rotate the car 180 degrees from the previous render for the rear view render. For this latest one I had another camera set up to take the pic so I wouldn't have to mess with the front angle one.

Woot, only have to make the tires and fix a few more things (mostly on the back of the car as you can see) and it's done!

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Venge
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Posted: 7th Dec 2007 19:29 Edited at: 7th Dec 2007 19:30


Tires.............



Interesting fact: There are more polys in the tires+wheels than there are in the rest of the model.

And I will find a tread texture for the tires in the final render, I was going to model the treads but figured that would be a bit overkill, a normal map/tread texture can get basically the same effect with less effort.

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5Louiz
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Posted: 7th Dec 2007 23:13
Beautiful.

HDRI surely added much realism to the image. If you are interested in more realism, use the post-process editor (Nodes Editor->Rendering):

1. Try to get more balance between the background's and the 3D layer's colours.
2. Add a very soft bloom. Very soft means that it is not meant to look like the kitschy effect used in some of the modern games.
3. Add very soft noise.

I do not understand of lighting, but a good lights arrangement uses to do wonders to a scene.


Keep the great work up. =D

Venge
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Posted: 8th Dec 2007 04:23 Edited at: 8th Dec 2007 04:24
Yea, I really never learned about nodes, but I know they can create some pretty realistic effects. I'll have to look into it on the blenderwiki.

Quote: "1. Try to get more balance between the background's and the 3D layer's colours."

You mean the tile? I just added that to kinda match up with the background, the color is off and it's easy to tell where they don't line up(above the right headlight).

Quote: "2. Add a very soft bloom. Very soft means that it is not meant to look like the kitschy effect used in some of the modern games."

I'm not sure how to put bloom in a render, maybe it's in the nodes too...

Quote: "3. Add very soft noise."

I can probably change that, I use Ambient Occlusion in all the renders (except the first pic with HDRI, I forgot lol...), and I have it set at 8 to reduce the noise. Maybe a setting of 5 or 6 will create a little more noise?(and faster renders) Otherwise, I'm not really sure how to add "soft" noise.

Quote: "I do not understand of lighting, but a good lights arrangement uses to do wonders to a scene."

Yea, I have quite a few lights in this scene (6 I believe, you can tell by how many shadows there are) but I turned off a few of them once I got the HDRI up, it was causing some strange specularity issues in some places. Maybe I can just move them to a better spot in the scene and get some better results as far as specularity...It's looking kind of dull at the moment.


Also, I was thinking of *possibly* baking the final render to make a UVmap and then modelling a low-poly version to post here for the community. Is that a good idea or would I be wasting my time?


EDIT:More on the "noise" effect...I believe the first few test renders in this thread have an AO(Ambient Occlusion) setting of 6. Is that the kind of noise you are talking about?
Venge
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Posted: 8th Dec 2007 23:19 Edited at: 8th Dec 2007 23:20
Haha, nodes are fun.
This is the result of me messing around with some color/shading nodes...Kinda made a neon light effect, not really useful for the final render but I only know what a few of the nodes even do.
Ok, back to work

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Venge
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Posted: 10th Dec 2007 01:33 Edited at: 10th Dec 2007 01:34
Here's an early test of the final render. Been experimenting with the Vector Blur node (look at the wheels) and this was kind of a quick render, so no AO, which makes the image darker. It will be much brighter in the final, and the hill behind will be covered in grass. I was surprised at the realism of this render, for some reason it's a lot better than the previous ones...

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Venge
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Posted: 10th Dec 2007 05:06 Edited at: 10th Dec 2007 05:07
.

Final render.....

Poly count: 3,043,444
Render time: 1 hr 45 min
Total work time: 3-4 weeks

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Commander in Chief
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Posted: 10th Dec 2007 14:27 Edited at: 10th Dec 2007 14:28
Wow, I'm not sure I can tell the difference (besides the grass, something about the hill isn't perfect just yet). The Gallardo and road both look extremely life-like. Nice job

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Venge
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Posted: 10th Dec 2007 14:32
Yea, I hadn't done a finished render of grass with motion blur until just then, and I didn't feel like waiting another 2 hours for a render. I'm going to fix a few things and render again for my background in 1024x768(another thing I forgot...)
5Louiz
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Posted: 10th Dec 2007 15:14
That is a cool nodes work. =] Well done.

Quote: "I'm not sure how to put bloom in a render, maybe it's in the nodes too..."


You need to use a Vector->Map Value node. Use the image colour as input. You will map the amount of colour to exclude the darker areas. Now use a Colour->Mix node to mix that black and white image with the original image. And then you will see what you will need to tweak. But that is not an important feature. Just a quick hint for rendering open environments with intense sun light.

Quote: "I have it set at 8 to reduce the noise. Maybe a setting of 5 or 6 will create a little more noise?(and faster renders) Otherwise, I'm not really sure how to add "soft" noise."


I did not refer to the AO's noise. That one can ruin your image. I talk about creating a noisy texture and very smoothly combine it with the final render to add imperfection and balance.

Those were just tips. And noise will not look good in an image with vector blur. Again, good job.

Cheers.

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