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  #1 (permalink)  
Old 31st March 2007
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GT40-Dead Project

Unfortunately due to my inexperience It's time to pull the plug on this project, so technically it's finished although incomplete. For some reason even the basic of tasks causes Max9 to crash, so It's time to call it a day, (after spending the last two days trying to sort it out!), and render what I have, errors included.

I guess it's all part of the learning process, and I have to admit I learnt a lot from doing this. Hopefully I wont make the same mistakes next time.

Anyway, here are my latest renders, (one attached), thanks for looking.









Regards.

Attached Thumbnails
gt40-dead-project-gt40-185-800x600-hdri.jpg  

Last edited by MrTom; 13th April 2007 at 03:22 PM. Reason: Housekeeping
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Old 31st March 2007
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really cool, but why did it keep crashing? poly count?
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Old 31st March 2007
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very smooth and very nice, like it a lot, may be some more anti aliasing to get rid of the jaggedness on contrasted lines in the images, apart from that, a brilliant piece of work. well done
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Old 31st March 2007
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Thanks both.

@ DAKLOL, yeah it was basically me doing a rather high poly model to start with in an attempt to reduce meshsmoothing. That didn't work too well so tried nurms subdivs which kind of did the trick but messed up other things. Tried exporting meshes as VRay proxies too (in an attempt to lower memory usage) which again worked well, but somewhere along the line I guess things got messed up and Max just dosn't like it. Completely my own fault admittedly.

@ geldslaw, good point. I perhaps should have mentioned that these were not final renders in terms of quality, using low subdivs in the renderer, but it is something I keep forgetting about so thanks for the heads up on that one!

Regards.
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Old 31st March 2007
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could you post a wire frame of a smoothed version and a non smoothed version? that would help a lot in seeing what you are talking about. thanks.
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Old 31st March 2007
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If Max will let me! I'll have to use the VrayEdgesTex map for the proxies so may not look like a normal wire but I'll see what I can do.

Regards.
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Old 31st March 2007
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Nice work, it's unfortunate that max isn't working with you though... it can be very annoying when it keeps crashing, i know the feeling.
That's probably the reason why the upper part of the car isn't finished, there are no windows there and it lacks details i think, but otherwise it's awesome!
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Old 31st March 2007
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GT40 Wires

LOL! Thanks Jelmer, lacks detail? I hope you mean stuff like mirrors, wipers, fuel cap etc. If modelling the little rubber 'strands' on the tirewall isn't detail then I don't know what is. LOL.

@ DAKLOL, not sure if these will help you, the first is of an earlier version before any smoothing. The second is as it is now, subdivided only with no further smoothing applied. If these are no good let me know and I'll try and dig out something else for you.

http://img512.imageshack.us/img512/6...40137fwqb5.jpg

http://img110.imageshack.us/img110/2...024hdriyj9.jpg

Many Thanks.

Regards.
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Old 1st April 2007
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well, i see what you mean about such a high poly count, but you should easily be able to delete some edges... no? just delete some that don't really add much and then delete some that make up a shape so its low poly rather than a perfect shape. take a sphere for example, make it low poly then add a meshsmooth and it looks the same when you make it have a lot of segments from the beggining.

Sorry if this is hard to understand, if you don't get it let me know and i'll try to make it clearer.
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Old 1st April 2007
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tom, when i said it's lacking detail i was only referring to the upper part, because there aren't any windows yet and things like that.
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