[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.
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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).