Tool cool! Looks like the offspring of a Spitfire, a Rolls-Royce, and a 'Last Exile' vanship. Love the contrast between the chrome and dark red. Smoke and lights make it really come alive and *pop*, though its a little hard to see the detail towards the back end and the cockpit.
Yeah I saw the other one, really nice too, I just love the view of the grille on the front shot. LOVE those old 1920s-30s art-deco style car and tractor grills. Wish I had access to a 3D printer because I really want to do PC casemod in that style.
first of all, stella work. i have a few questions though
1. how long was your final render time? 2. what material shader do you use? Blinn, Phong, Architectural etc? 3. how long did it take to model the craft? 4. what do you use for unwrapping UV's 5. and lastly what type of lights do you find best to use?
i ask as this is really good, and i'm trying to get better renders in my work. any help would be greatly appreciated
*I'm cant remember exactly on render time but I think it was 5hrs (possibly) the Maps were huge and I had the settings on very high! Though it really depends on your system as you may already know.
*I pretty much got Mental-Ray down and almost always use Arch shaders.
*The craft didn't take too long to build the craft - I always sketch out my designs and know exactly where I'm going with it so It's just a matter of translating it into the 3d!
*I always keep my mapping as simple as possible because this isn't my strong point I tend to use 3dsMax's internal UVunwrap mod.
*I always use Mental-Ray lights and the least number as possible. I pretty much always use photometric lights! HDRI too!
*Always try modeling new and unusual shapes with sharp edges and smooth curves mixed into each other, this will challenge your modelling techniques and get you to think what the best process is to model different forms! Think about the flow of the form and how the mesh will best fit the shape
*In terms of lighting always start with 1 single light on a very low setting, then turn it up bit by bit until it looks right. Then add another light - repeating the process for each light you add. If it doesn't look right, take away a light and start from the previous step!
*When you keep your mesh cleaner and more simple it is then much easier to map. I started with simple forms and textured them with custom maps (unwrapping etc) and as you build confidence try more complex forms to map.
Don't forget to try youtube and sites there are loads of tutorials out there!
thank you so much for your detailed reply i have bought a book on mental ray and i'm going to start studying it and going through the tutorials on it's included disk. hopefully i'll have something to show soon thanks again
wow, that's pretty impressive design there.. with a good rendering too. My little opinion is that the lights need to be more realistics because it looks a bit unnatural (maybe just in my eyes) Still.. two thumbs up for you anyway
No 3d terms... Tried to model LEDs inside the headlights to give a modern edge to the Diesel Punk, then put a glare over the top... I thought it turned out ok but I appreciate the feedback all the same.
Nice retro feel, the design looks hot ! Perhaps i would say my only critique IMO would be is in the background is that a entrance to the compound or a sort of air-duct with a fan blade ? it throws me off a tad bit, possibly a little more definition thru modeling . nice rendering man !