High Poly Vehicle - Alex S. - Final

111 replies [Last post]
-HP-'s picture
Posts: 120

Very very nice! Loads of details!

Level Artist

www.helderpinto.com

JBaldwin's picture
Posts: 2162

Looking really great! Love all the attention to vents and small mechanics Smiling

-Jeremy-

metalliandy's picture
Posts: 3188

Wowzers o..0

Dudeman95's picture
Posts: 85

Wow nice dude! I really have to go all out if I hope to stand up to great work like this.

Alex S.'s picture
Posts: 62

Thanks a lot for your comments guys! It is my first challenge, so all your feedback and support is very appreciated! 

Updates are coming soon! =)

Alex S.'s picture
Posts: 62

Good news! I was about to give up on that ground drill thing, but then figured out how to put it in.. So, here it is! =)

drill_2.jpg drill_1.jpg
Alex S.'s picture
Posts: 62

Now, for the glass dome.. I had an idea of using tetrahedron shapes, which is kinda cool and sci-fi, but I wasn't sure if it would match the rest of design. So I also blocked out a more conservative version with composite glass panels. Which one is cooler? Suggestions, gentlemen? 

P.S. The conservative one would also have 3 vertically running supporting h-beams. Just imagine! =P

whole_thing.jpg whole_thing2.jpg
Alex S.'s picture
Posts: 62

Heres a rear view mirror! Still haven't decided on the glass dome..

rear_view_mirror.jpg
roosterMAP's picture
Posts: 82

So much detail, but u never did a hq render of how everything looks from a  macro level. I mean, i cant see anything with all the highlighted edges.

Alex S.'s picture
Posts: 62

Yeah.. I know! Wireframe will be a little cluttered, but diffuse should be just fine.. I'll do some render tests tonight.

SaferDan's picture
Posts: 102

I prefer the more simple version, it goes better with the edges of the cabin! Looking awesome man!

Alex S.'s picture
Posts: 62

Thanks SaferDan! I also liked the simple version.

After doing render tests I came to conclusion that I'll either use Vray or Zbrush BPR.. Whatever renders faster. Can't say more right now, because my maya file has been through so many disasters, I'm surprised the render button still works. After I'm done the model, i'll export it out into a "clean" scene and do some tests with Vray materials.

Heres a quick and dirty unsmoothed BPR.. lights are ugly details are missing, but if I'll have to use it for my final.. different shaders should really pump it up. 

Speaking of model, i'm almost there!

z_render.jpg
-HP-'s picture
Posts: 120

That's some really cool shit you got going on here! Laughing out loud

Level Artist

www.helderpinto.com

Alex S.'s picture
Posts: 62

Thanks, Helder!

Can't believe that I'm getting closer to getting this thing done! ))

Gonna start rendering this week. 

Here's another low-poly preview for now. The sexy back door!

back_preview.jpg
mrsdoublefire's picture
Posts: 77

It's pretty impressive. Nice job. Great detail.

jpz's picture
Posts: 51

Dude, this is looking very impressive. And not even smoothed renders yet.

Good job man.

Alex S.'s picture
Posts: 62

Thanks gentlemen! Im all about details!

I was working on the top bunker cabin thing and realized..

cylon_truck.jpg
DarkLegend's picture
Posts: 2

now thats what is called detailing

Great work bro

Goodtime's picture
Posts: 73

Congratulations! That's incredible!

Alex S.'s picture
Posts: 62

Thanks! =)

I believe one of the rules said "Go NUTS!"

I went NUTS and BOLTS! =D Heres the most of the bolts in the scene. 131K of faces so far, but might get a little bit more..

bolts.jpg
jpz's picture
Posts: 51

Haha.

Connect the dots!

Alex S.'s picture
Posts: 62

Yep! =)

Feedback needed, gentlemen!

Shall I keep badass looking "train - style" levers or should I choose simple "bar with a ball" ones that would make more sense on a truck.. o_0

levers.jpg
sridhar's picture
Posts: 19

details looks really stunning.

Goodtime's picture
Posts: 73

IMHO ONLY "train-style" levers.

Bars with balls are too simple for such beast Sticking out tongue

Alex S.'s picture
Posts: 62

@Goodtime That's what I thought!

Seems like I'm the only person who's posting today.. oh well! Model seems to be done. Now lets go render this bad boy! (fingers crossed)

Note: No worries about inner penetration on some parts of a model. Everything will be smoothed out!

side1.jpg side2.jpg side3.jpg side4.jpg side5.jpg side6.jpg side7.jpg side8.jpg zbrush_document.jpg side9.jpg side10.jpg
Dudeman95's picture
Posts: 85

Crazy good work Alex. I really hope my entry will look as great as this when it is done.

 

Fantastic detailing and great concept. I applaud your work. Smiling

Jeebs's picture
Posts: 15

awesome renders Smiling and great model, very detail

metalliandy's picture
Posts: 3188

Looks great Laughing out loud

Awesome job with this, man!

-HP-'s picture
Posts: 120

Nice!!! Beautifully modeled.

Level Artist

www.helderpinto.com

Alex S.'s picture
Posts: 62

Hey, guys! Thanks! I'm having a little problem rendering this guy tho.

Anyone with Vray experience, please help!

So, I'm using maya and vray. The unsmoothed (1097648 faces) render at 1280x720 with physical sun and sky was pretty fast - under 5 minutes.

But, when I put it for a smooth mesh preview render before going to bed it was like.. less than 25 percents of GI calculation in 8 hours.

In order to speed it up, i tried using proxy meshes. Unsmoothed one exports and imports but is not smooth on render.

Whenever I smooth mesh via Mesh>Smooth and export it as a Vray Proxy, it crashes maya...

I use a quadcore q6600, 8 gigs of ram and win7 x64

Is there a chance to render my model in vray without 20+ hours of waiting?

Sos! Mayday! =)

Goodtime's picture
Posts: 73

I'm Vray user, but on Max. What's your Vray settings?

Alex S.'s picture
Posts: 62

Using Adaptiv Sub with default settings for the sampler type.

Primary bounces  with irradiance map and secondary with Brute force.

Used a "High" preset for those.

It is actually the first time I use Vray, so I didn't go too far from default settings. Mental ray dies on this polycount on my machine.

Any tips are appreciated. Thanks!

Goodtime's picture
Posts: 73

Adaptive sub is very memory demanding. Adaptive DMC (QMC) is the best choice in 99.99% of cases. Set min=1, max=16 subdivs.

For IM choose "medium" preset, because IM presets are for 640x480. So in your case (1280x720) it will be "high" preset.

I hope this will help Sticking out tongue

Goodtime's picture
Posts: 73

And set Noise threshold to 0.05

Goodtime's picture
Posts: 73

Sorry 0.005!!! Sticking out tongue

Alex S.'s picture
Posts: 62

Haha! Funny.. it gave me a render of a better quality, but slowed down even unsmoothed mesh. Noise threshold in sampler settings?

Alex S.'s picture
Posts: 62

Oh! So, rendering the subdivided mesh itself took 8 minutes, but GI calculation is the one that takes forever. Is IM and Brute force are optimal algorithms for exteriors? Also which one would be faster, physical sun and sky or dome light + hdri?

roosterMAP's picture
Posts: 82

The model looks pretty damn good with lots of detail. But I must say, Im not a big fan of the overall design. Sad

Alex S.'s picture
Posts: 62

Sad indeed! =)

Goodtime's picture
Posts: 73

@ Alex

Optimal GI methods (speed/quality) is IM+Light cache. Try them.

Light cache is more memory demanding but you'll get shorter overall render time.

In your case 1500 subdivs for LC is enough.

As for your question about Sun+Sky vs Dome+HDRI.

I think Sun+Sky will be faster and moreover you should have very quality HDRI for good lightening via Dome light.

So use Sun+Sky.

 

Noise threshold in "DMC sampler" settins. If 0.005 is too slow for, you can revert to default 0.01 Sticking out tongue

Hope it will help.

 

P.S. In IM and LC settings check "show calc phase" and "show direct light" in IM, if you didn't Smiling

Goodtime's picture
Posts: 73

And if IM is very slow, then try this:

1) choose "medium" preset

2) after that choose custom

3) set "min rate" to -4 and "max rate" to -2

Doing so you set original "medium" preset for 640x480 with "medium" Clr, Nrm and Dist threshs.

Uncheck "multipass" in IM advanced settings. Slight decrease in IM quality, but faster calculation time.

Goodtime's picture
Posts: 73

And what's your model material? Is there any blurry reflections? Is it standard or vray one?

Alex S.'s picture
Posts: 62

You are the life saver, Sir!! =D

I'm using vray ones. Oh and the reason i was asking about hdri is because I had troubles getting any decent glass reflections from physical sky (it's basically solid blue.) So, im thinking of using a separate render layer with just glass and hdri. Gonna be fake, but better than a solid color.

Goodtime's picture
Posts: 73

No problem, you are welcome! Eye-wink

Try set your HDRI for "Reflection/refraction environment override" in Vray:Environment and you'll get reflections from HDRI but background from Sky.

mrsdoublefire's picture
Posts: 77

I'm sort of in the same boat with you Alex. Work just got Vray also. It renders better and faster than both mentalRay and scanline. I'm using some of the same settings that Goodtime called out, but I'll have to try some of those last ones. Thanks for that. As far as your reflections go, I found that using the vray sunlight is very good but I just set a custom bitmap to the environment map under the render menu. I get very nice results this way. You get the added benefit of being able to have a floating pedestal and no horizon line. Unless that's what you are going for. It that case you can just add a Vray endless plane and give it a nice material. A highly reflective material yields nice results as it reflects more and more of the environment map the closer it gets to the horizon. Hope that helps.

Alex S.'s picture
Posts: 62

Yeah, I tried doing that several times, but for some reason my glass shader renders as pitch black. Tried different premade reflective shaders. They don't reflect anything too..

Goodtime's picture
Posts: 73

Strange. Maybe it's Maya issue and for this option correct working you need to change something in maya settings.

It's only my assumption.

metalliandy's picture
Posts: 3188

Just a quick reminder about the process for your final submission Smiling

Please ensure that your final submission has everything that is required for entry, edited into your first post (beauty shot's and turntables etc.)

  • You must provide an unsmoothed wireframe beauty shot of the finished model, from multiple angles.
  • You must submit at least 1 final beauty shot that is at least 1280x720.
  • You must submit at least 1 turnaround movie of the vehicle created in any application of your choice.
  • Post your final image on the first post in your thread using our "File Attachments" system.
  • Upload your video turnaround to a popular video sharing site (Youtube, Vimeo, etc) and post the link/embed in the first post of your thread in the " Video Link" field.

 

Also please make sure that you edit the title of your thread to have - Final at the end.

e.g. High Poly Vehicle - metalliandy - Final

Thanks and good luck! Smiling

Alex S.'s picture
Posts: 62

6 more hours of this GI madness and i'm gonna export it all into zbrush and BPR to death! =[

Alex S.'s picture
Posts: 62

Somebody tell me I'm not late because I stupidly messed up with time zones!  =(((