Big Blog O' 3D Stuff

a Blog to show off my 3D/CGI Work.

Finally, WireFrames! (Lotus Super Seven)

clock February 2, 2010 11:07 by author WillCameron

Remmember Kiddies, when you've got a Sh*tTon of Geometry in MODO and renders you'd think should be blindingly fast take HOURS -

Preferences - Rendering - Boost that Geometry Memory up outta the 1 gig range (especially if your 64 Bit and have 6 gig of Kingston XMS2

keeping things together. 1 gig of gemoetry memory on a 4 million polygon object = WTF?!?!? 3 gig = 2 minutes! Sweet!

 

  I striped the texturing off - most of it was presets in Modo which dont always export well enough to render in another engine (Lightwave)

although I havent decided which to use for a final render (long way from there I think). I think the Fur tests will decide that...

  Also redid the tiers again... Thinking about retopographizing this into a hard surface model, would cut way down on Polygons...

  Also added a Full Roof and Doors (which I'm going to tweek a bit where it joins the rear of the car I think). Redid the seats

(the 'buckets' were crap). and forgot a Windshield wiper.... sigh. heh

 

 

 

   Steering Wheel on the Wrong Side! hah.



Recent Work ... The Lotus ...

clock January 7, 2010 09:51 by author WillCameron

Ok, First post in the new set up, Kinda miss doing it through Microsoft Visual Studio, but that was hoops to jump through anyways, this should be easier.

(Famous last words, probably).

Largely this will just be a web location for stuff I'm working on now (and eventually a full scale demo reel, I hope).

 

To Start, this is actually the FIRST CG Car I've ever done (well I'm pretty sure. Certainly in LIGHTWAVE at least). And as with most things associated with

 MOUSE project, I drop it, go back to it, rebuild it, lather, rinse, repeat. Just recently I had decided to completely start over from scratch, and was going along

at a pretty good clip, then I paused, loaded in the original, and started wondering WHY I decided to redesign it. Its got SOME issues, but in the end I decided

I really cant keep going over the same ground again and again. Gotta move forward onto other things, and Really, I think this is pretty good. Still got some tweeks

to do, and one or two issues to work out, but this ones pretty much final.

 

The Facts: I think this is 100% Subpatched. With no Edge Weighting - instead I've added slices to iron out corners (which is one thing I may change actually). Total

Unsubpatched polygon count (with the 'high rez wheels - which will be redone because I hate them) clocks in at 6108, subdivided to a level of 3 thats 2.87 million.

 

This isn't the final Texture job, just the stand in stuff I did while building, and one or two bits where I messed around with some of Modo 401's Texture Presets.

Also rendered in one of the default Environment presets ( All White Studio ) with a Shadow catcher object on the ground, and Radiosity turned on. I lowered the luminosity of the

HDRI image a bit because it was blowing the car out (because of bad texturing, a lot of the diffuse levels are 100%) ...

 

 

 

 



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