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  1. #1
    CG Cars Junior Member
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    Mk1 Austin Cooper S

    Hey folks! It's been a while since my latest project finished but I haven't been lazy all of the time hehe.

    I have always wanted to make my dream car in 3d. The way I want it in real life. So I thought I would do that now!
    I have already worked on this for quite some time now but alot is left.

    I will try to model everything that can be seen on this car. Which means full interior this time!

    Everything will be customized the way I would like to have it in real life. So this is not a contest in doing the exact 3d replica of a Mk1 Austin Cooper S. But rather capture what I want to do later in life if I get a chance Click here to enlarge

    Hope you enjoy following this project even though it's not as innovative as my other ones Click here to enlarge
    Attached Images


  2. #2
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    Some detail shots i forgot.
    Attached Images


  3. #3
    CG Cars Junior Member
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    How did you make those lights (front and rear)?? I'm trying to make a Lada 1200 and would like to know how to make those kind of lights Click here to enlarge


  4. #4
    CG Cars Member
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    woo looking good man, always love watching your projects, are you gonna render this in the warehouse you showed on your bentley wip?
    A new swagg, new walk, new focus
    current project(s)
    [55 belair], [cl65] , [render test]

    my tire and rim tutorial


  5. #5
    CG Cars Junior Member
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    Very very good! Love the shaders!


  6. #6
    CG Cars Member
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    nice!!!! I like the rim material soo much! wonderfull Click here to enlarge that's something really hard to achieve in mr D= keep going! Click here to enlarge i think this car is so great by herself that won't lower ur portfolio compared to all ur other projects ^.^
    There's nothing better than staring at a product you modeled on a screen getting into production and coming to reality.

    Current Wips: Click here to enlarge
    Nissan Juke-R , Toyota Corolla AE86 Trueno vers. , Aprilia RSV4 2010 Race Black ed.
    My Page: Click here to enlarge
    FB page
    My renders: Click here to enlarge Renders thread


  7. #7
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    Very inspiring! This is my real mini and its on my list to model one day

    001.jpg003.jpg004.jpg002.jpg


  8. #8
    CG Cars Junior Member
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    Thanks for your interest guys, it keeps my motivation up during this dark winter Click here to enlarge

    Sandorm: The lights are very simple really. Model the glas flat. Normal map on the inside with the refraction pattern. Normal map on the outside with the text for the glas. This could be done by modelling polys or displacement as well. I choose normal maps because its faster and enough to give me the look I am after.

    david.randle: woh that is awesome! I am jelous Click here to enlarge The funny thing with the mini is that it truly is one of my dreamcars even though it is quite cheap compared to other dreamcars hehe. Problem for me is that I live in Stockholm where it can be a bit of a hassle to find a garage. And even harder to find a garage that is suited for working on your car.
    One day though I will have an awesome mini. Hopefully RWD with a high revving engine in the back Click here to enlarge

    younglion: Thanks, we shall see about the warehouse. I made it so big and tedious to work with so I dunno. But I have a small plan in my head for a smaller garage type scene.


  9. #9
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    Ok thank you Click here to enlarge Do you have links to the textures you used??


  10. #10
    CG Cars Junior Member
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    I created them myself based on photos I found. The headlights for example are shared with many other vintage cars.
    Then its just a matter of painting a black and white texture and convert it to a normal map with your preferred software. For simplicity I used nvidias photoshop plugin. There are better generaters for normal maps, but that one is free.


  11. #11
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    Thank you it seems to be working Click here to enlarge But I can't get it i make black/white maps only some kind of purple


  12. #12
    CG Cars Junior Member
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    You should probably read up on normal maps. It is quite a big subject and I don't really want to spend this thread for it Click here to enlarge
    Here is a very good link for general info on normal maps. http://www.bencloward.com/tutorials_normal_maps1.shtml
    Info on converting photos and textures to normal maps. http://www.cgtextures.com/content.ph...name=normalmap

    Be careful with the gamma on normal maps if you are working in linear work flow. I always override the gamma to 1.


  13. #13
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    Lexan windows Click here to enlarge
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  14. #14
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    Hi, I joined up here just so I could comment on your work. I just recently made a version of this car so I feel like I can relate to it in terms of the challenges and so on. But I just have to say first that this is exceptional work, you really seem to have all the proportions exact. The thing that really blows me away is the treatment of the tail lights and headlights, it's probably helped by the Vray render, but the texturing is absolutely spot on. I spent a lot of time trying to get that to work and I didn't get close to your results, my technique is illustrated at this location http://forums.newtek.com/showthread.php?t=123548 if your interested. In fact the entire modelling process is shown.

    You say you put normal maps on both the inside and outside of the glass, is that correct, shouldn't the outside be smooth? Your lights look perfect that's why I ask.

    Also, I'm assuming your tires are using normal maps as well, is this the case? They are really perfect also.

    Keep going, and maybe show some working wire-frames as you go.


  15. #15
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    Hey djwaterman! Great to have you here. I have actually looked through your thread when searching for reference Click here to enlarge
    Thank you very much for your kind words. It has been a struggle to model everything as close to real life as possible. There are so many versions of this car and no really good blueprint.

    About the lights. They are very simple indeed and all I have done is try to mimic reality in the way i build them. I attached a screenshot of the lights with textures.
    The glass is a thick piece of mesh with normal map on front and back. The back is the "pattern" of the light and the front is actually smooth and only contains some small text.
    This seams to be enough to get the look I am after. It is not perfect but it works. The rest is just tweaking amount of reflection/refraction and have good reflections. Alot in real life is based on reflections!

    edit: tires are just displacement map Click here to enlarge
    Attached Images
    Last edited by enzodiac; 02-19-2012 at 10:27 AM.


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