Damn that looks nice! i have to test this, thanks for the screens, didnt notice those skins before. Did build the perfect monster spine by accident just a minute ago... Landings with nearly no damage possible with a little luck and aircontrol. I believe i can fly Imagine a race checkpoint up there... Guess i have to make a video later.
Practising my rendering: Took about three hours to render it! Its in Full HD at 1000 DPI Any suggestions or feedback? (not my model by the way but it started with no materials)
I can just offer what i know from my job as illuminator. lulz, i love the english word for that job. Problem is the background being a little blurry, i know its not that easy with such fake backgrounds. Not sure about the light collour used to light up the car, looks a little different than the over all feeling inside the garage. Also the light inside the garage(real life lighting) is very soft, as the surfaces have a very high refraction value. This mixes all the collours of walls and floor and also creates a very evenly distributed light in the room as you have no focused reflections from the walls or floor. The shadows on the wall left of the car and on the floor are to sharp for such a soft light, with the brightness in the garage you probably would see no real shadow edge at all, take a look at how much shadow the pillars throw. Additional, There are very hard and bright highlights/reflections on the front bumper and other chrome parts that indicate a bright light source only on a certain position within the room (behind camera). Those would be way more dull in real life, unless there is a second garage door behind the camera, but as the viewer cant see that, its better to not have such invisible light sources... unless it is the sun. The only light that should come from directly behind the camera and so the spectator, is a dull filling light, 20-40% of the main lights strength, if possible without any reflections. In real life this light mostly gets a white filter, similair to milkglass. The reason for this is the direction in which the shadows of that light will fall... they hit the object aligned with your line of sight. This results in all contours having the same brightness, while you mostly want a drop shadow that comes slightly off one side. Mostly 35-75° left or right off the camera, seen from the object you are looking at. You can try to throw bright spots from around 14-15 o clock of the specators view, as you see 2 doors, the viewers eye will easily accept more light coming from the right side of the picture. This light should have a slight touch of blue collour, in case you dont set up collour temperatur in kelvin directly, as it is supposed to be daylight. Any other collour should be set according to what kind of lightsource would cause this light, this is more important than you might think in first, but think about how the collour mix you see every day is created. Not by a single lightsource or by every lightsource having the same collour temperature. If you get to much of the same light collour or even only one, you will feel like standing in a laboratory. The interior is way to bright and in same time the only yellowish lightsource, looks like the driver stole a light post. XD What kind of renderer do you use excactly? Does it simulate light rays/particles with reflections? Speaking of ray reflections, not visable reflections. In some programs its called global illumination, in blender i only know cycles is one way to get such results. Do you use a HDRI dome light/sky? In combination with a good renderer, you can transport lightcollours of a dome texture onto your models, extremly helpfull to get realistic colloured light onto your models surface.
I'm Using KeyShot 4.3 to render, I believe the problem with blur is as a result of the depth of field effect i tried to emulate. Thanks for the advice though! Very useful post.
Seems to have a nice Raytrace solution for physical light calculation, you absolutely should use it in my opinion. Not sure if KeyShot even has other options than raytracing, this looks allready a little like raytracing. The point is you could create this also with not physical renderers and its not using their advantages. Physical renderer can achieve incredible results as long you obey enviroment, settings of light sources and materials. But most important, use the background image also as hdri light dome if possible, this will not only create a light mix from the collours of the texture, but also create reflections of the image on the model. If you did not do so allready, watch a tutorial asap.
I put the handbrake on and my wheels just flew off at 500mph The other wheel went straight into the chute on the backround