Many great work in this section. Like most of you, I'm quite disappointed by the final result. In a way, it's expected as seen from the last 3 years, they are looking for stuff beyond my personal taste. So for this year, my first try, I wanted to something that I like first and also fit the theme, a car to be enjoyed both in the real world and cyber space. it's called ten fifty because the deadline is twelve o'clock and at 10:50, i'm still working on it... i literally hit the send button a few seconds after 12. So many details of the chasis is missing and not quite where I want it to be. It's made with nurbs and took about a 6 evenings. always a problem when you do it after work. and this is my second car in 3D. (first one was for Michelin contest, that one won)
yes, my renderings needs help. this is actually by far my better renderings. I can do design presentations (which is what I do daily), but I can't seem to do the super realistic ones you guys can do. I can see some of you map an actual photo to the reflection, I would liek to know how to do that. The only place I see is I can have a cube to map 6 maps to the environment, but that would creat a seam to the reflection, no? also, what do you guys do to material to make it look so real, I rtied to put in some noise in bump maps to a varying degree of sucess.
Thanks. I'm much inspired by motorcycle experience so that's why it's left to the essentials. And I tried to keep a Peuguet identity, by taking clues from their recent concpet cars. I think the frame shoudl be rigid enough, it 4 beams running from the side and one runnign from the center, in theory.
I see a lot of Ariel Atom influence. Does make for a nice final package though.
And rendering tips, well there's some key things like Global Illumination and HDRI reflections (or a good studio) that are a must for high end renders. I'm by far not a pro, but I found it a lot easier and user-friendly to try to do good renders with Vray instead of Mental Ray. Don't think that exists for Maya though.
yes, that Atom! they did exactly what I wanted to do, so I was trying very hard to stay AWAY from it while still doing what I wanted. That's why I used more sweepinng surface to get away from the Atom's more structural approach since they are very similar in proportion.
The setting you mentioned I don't have in Studio, I'm trying to learn Maya but have not gotten around to it. Anything I can do with Studio?