Home Forums Creative Content Lambourgini Murcielago

This topic contains 22 replies, has 16 voices, and was last updated by  Anonymous 13 years, 7 months ago.

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  • #4619


    Something I have been working on, on and off for the past few weeks. Have never really tried cars before, so it was a bit of a steep learning curve!
    Title: Lambourghini Murcielago
    Software: 3DS Max
    Rendered using: Mental Ray

  • #25821


    Nice. It actually looks like a toy model. Pretty cool.

  • #25822


    i love cars me :D .. and that one is a beaut ! great work nooptical

  • #25825


    really really nice, how many polys in the model noop?

  • #25826


    Loovely render Noop!

  • #25827


    Not sure Gizmo, never checked…..although I would hazard a guess at…..a LOT! ;)

    Thanks for the nice comments guys and gals!

  • #25836


    Nice model Noop! I’ll definitly be picking your brain this year… :D

  • #25838


    Are you using a car paint shader Noop or is it a raytrace material or wha?

  • #25840


    Love it.

  • #25841


    It looks rock and roll Noop

  • #25843


    Dude sweet!! Lovin’ the depth of field

  • #25846


    Good lord it’s shiny…

  • #25847


    That rocks!


  • #25848



  • #25849


    purdy, I want to see it nekked (mesh wise ;) )

  • #25850


    Thanks for the comments!

    It’s a Shellac material.
    The Base material has a Perpendicular/Parallel falloff map in the diffuse. With the top color being R0, B200, G0, the bottom color is R0, B20, G0. The mix curve for the falloff is adjusted so it’s an upwards smooth curve instead of a straight line. Specular is 125, Glossiness 30.
    The Shell material is a raytrace, with a Fresnel falloff in the reflect channel. Within the Falloff material the IOR is set to 2.5. Specular 160, Glossiness 95.
    The Shellac color blend is set to 85.
    Its a pretty sweet material, read about it on the web ages ago, and thought this would be a good time to try it out.

    The Mental Ray render settings has GI enabled, and final gather set to 1000 samples. Max Radius 15, min radius 0.1.
    There is a plane object above the car which has a standard material applied to it with an “Ouput” map in the diffuse channel, with the RGB leve l set to 3.
    Thats about it. Oh, and there is a standard Skylight in the scene, with a multiplier of 1.5.

    The Polycount with the meshsmooth of 2 on everything is 750,000. Perfect for any Nintendo DS game.

  • #25851


    The Polycount with the meshsmooth of 2 on everything is 750,000. Perfect for any Nintendo DS game.][/quote:018e9542de]

    LOL spot on, keep up the good work!

  • #25853


    Im a huge fan of Lambourginis and that is spot on. By gawd, she looks nice. Great job. :D

  • #25857


    pure class!! great work

  • #25860


    How long did each of these renders take?

  • #25865


    a truly magnificent portfolio piece….

    now if you rigged it out with some bones and made it dance….wait, thats been done…

  • #25882


    At a resolution of 800×452 with the render settings I mentioned above, it takes roughly 6 minutes per frame.
    I’m doing a little rotation of it to add to my PSP videos, and with the resolution at 368×208 and the final gather samples down to 500, it is taking around 3 minutes.

  • #25983


    Right now I want a 15,000 tri version with

    1. Colour Map
    2. Ambient Occlusion Map
    3. Normal Map
    4. Specular Map
    5. Reflection Map

    Textures are 2048*1024

    Ok its nearly 5pm now, how about have it ready for 6pm?


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