[Showoff]Camaro[Showoff]

Hey guys, just thought I would show you the outcome of my final-project as a 3D student in High school.
Excuse the quality of the scenery, it was made in 15 minutes to show the reflective qualities. Also, I know the car is a little to metallic, but I do not have time to re-render the animation for school tomorrow.
Turn Table Animation

Renders


Wire frame

It’s alright for lo-poly, but your poly to surface ration is extremely off. The hood and door overhang pieces have way too many polys, and the door itself is just one giant one.

Also, materials could use a TON of work. The wireframe is more impressive than the renders IMO.

What are you rendering with?

Cars are reflective, but not that reflective. Also, you’ve got a fairly wide specular. Specular Glossiness = Reflective Glossiness. Specularity is an old hack for showing really blurred reflections without computing much of anything. Sharp reflections means a sharp specular highlight.

Also, take into account the reflection against the angle of incidence (facing ratio). Cars are much more reflective at grazing angles, and not too reflective head on.

And technically, the paint of the car should be the car colored material with a very wide and soft (almost not visible) specular highlight, and then a coating on top which is 99% reflective.

At least make one of the good Camaros.

[quote=“STH, post:2, topic:398392”]It’s alright for lo-poly, but your poly to surface ration is extremely off. The hood and door overhang pieces have way too many polys, and the door itself is just one giant one.

Also, materials could use a TON of work. The wireframe is more impressive than the renders IMO.

What are you rendering with?

Cars are reflective, but not that reflective. Also, you’ve got a fairly wide specular. Specular Glossiness = Reflective Glossiness. Specularity is an old hack for showing really blurred reflections without computing much of anything. Sharp reflections means a sharp specular highlight.

Also, take into account the reflection against the angle of incidence (facing ratio). Cars are much more reflective at grazing angles, and not too reflective head on.

And technically, the paint of the car should be the car colored material with a very wide and soft (almost not visible) specular highlight, and then a coating on top which is 99% reflective.[/quote]
Thanks for the feedback. Yeah, I do agree it is too reflective. The materials are horrible. Originally, there was a texture for the car, but something messed up. This was completely made and rendered in Blender 2.57 (yeah, I know, Blender isn’t amazing) as it is required for school. This summer I will be switching over to Maya.

Needs more penis contact. Also, remember that it is not gay if balls don’t touch!

[quote=“dylan_0789, post:4, topic:398392”][quote author=STH link=topic=495527.msg3623213#msg3623213 date=1307623614]
It’s alright for lo-poly, but your poly to surface ration is extremely off. The hood and door overhang pieces have way too many polys, and the door itself is just one giant one.

Also, materials could use a TON of work. The wireframe is more impressive than the renders IMO.

What are you rendering with?

Cars are reflective, but not that reflective. Also, you’ve got a fairly wide specular. Specular Glossiness = Reflective Glossiness. Specularity is an old hack for showing really blurred reflections without computing much of anything. Sharp reflections means a sharp specular highlight.

Also, take into account the reflection against the angle of incidence (facing ratio). Cars are much more reflective at grazing angles, and not too reflective head on.

And technically, the paint of the car should be the car colored material with a very wide and soft (almost not visible) specular highlight, and then a coating on top which is 99% reflective.
[/quote]
Thanks for the feedback. Yeah, I do agree it is too reflective. The materials are horrible. Originally, there was a texture for the car, but something messed up. This was completely made and rendered in Blender 2.57 (yeah, I know, Blender isn’t amazing) as it is required for school. This summer I will be switching over to Maya.[/quote]

Blender is amazing (not speaking of it’s native renderer).

Blender will be brilliant once its UI is fixed even more

Blender is great. But I am required to use Maya for school next year, and this will be my last model posted that I made in Blender.

[quote=“dylan_0789, post:8, topic:398392”]Blender is great. But I am required to use Maya for school next year, and this will be my last model posted that I made in Blender.[/quote]Maya’s a relatively easy switch from Blender. And with Vray it becomes more fun.

And any program is great if it can export RIBs ready for rendering.