Alfa Romeo Giulia 1600 Spider Veloce of 1962

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ROUBAL
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Alfa Romeo Giulia 1600 Spider Veloce of 1962

I am working for a long time on a project of a vintage cars rally. Obviously, my favourite character Elisabeth Warfield is one of the competitors, driving her Lincoln 1962 Convertible. But this Alfa Romeo Giulia 1600 Spider Veloce of 1962 is the car of Giulia Battaglia, a friend and opponent of Elisabeth. New cars and characters will be added over the time. On my to do list, I have a Lotus Elan and a Jaguar xk roadster...

But today, I show you the almost already finished Giulia 1600. I say almost, because I am still looking for good references photos for some hidden parts of the car, like the sides of the doors when they are open, images that are very difficult to find, as well as some mechanical parts under the car.

More images here :

http://3d-synthesis.com/62-Giulia1962.html

Please do not pay to much attention to the background, as these are the very first renders with this car which is intended to be later a part of some big scenes. Current backgrounds are just LDR jpg environments or have been quickly added/tweaked in post prod.
Attachments
Giulia-1962_11.jpg
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
DIO
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Wonderful car, wonderful modeling!
Have fun creating nice scenes with it :)
corei7-4930k 6 x 4,0 Ghz, 32GB RAM, 2x 980 Ti

Win7 64bit, 3dsmax 2014 / 2015
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ROUBAL
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Some compositing with nature background.
Attachments
Giulia-1962_17.jpg
Giulia-1962_14.jpg
Giulia-1962_15.jpg
Giulia-1962_16.jpg
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
DIO
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Wow, the first picure looks fantastic :)
In the other one the car doesn´t fit perfectly. I think it is mainly because
of the shadow. It is too soft, since there are hard shadows of the sun in the background photo of the sun.
I´d try to add some harder shadows.
Shaders are very nice.

Are the photos backplates of a HDRi shot at that location? Did you take it yourself?
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ROUBAL
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Background photos are from my family album (taken by my mother some years ago). The same unique image is set both for backplate and environment lighting/reflections. The shadows are soft because it is a LDR image without strong light source. I should try to composit with an other render with an emitter mesh or the physical sun with only shadows. So, the environment is not of 360° but only the field of the shot.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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m.arc.in
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Model is nice, but i think car is to big.
Car Paint is not very realistic.
Try to play with materials. I dont know why, but car looks a litle bit plastic.
Perhaps this is due to the fact that it is too clean?
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M.
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niuq.cam
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m.arc.in wrote: Car Paint is not very realistic.
Try to play with materials. I dont know why, but car looks a litle bit plastic.
M.
+1
Perhaps to much brightness...
Niuq
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ROUBAL
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Model is nice, but i think car is to big.
The focal length used fort the photo is unknown. I used a camera FL of 50 in Octane.

As the length of this car is 3.90m, I'd rather say that it is too small ! The apparent size has been set approximatelly from eyes according to environment details (No tracking possible, as it is a still image).

Reference photos for car paint (collection cars are often cleaner than cars for daily use !) :

http://voitures-anciennes.over-blog.com ... 67440.html

On the previous images I had increased the index around 1.5 to get better reflections, and I had put a Turbulence texture on the specularity channel to add some random dust, but I have removed it on the images above because the turbulence pattern was too visible in large view.

The current material is a mix of two glossy materials with fall off control and dirt. The index is probably still too strong.

On the image below, the shader is the same, but the image is a compositing of a render with physical sun shadow (Real day/time of the shot) without environment reflexion with above a layer with reflected environment and a second identical layer at 40% and multiply to darken. I have also desaturated the car layers of 12%.

It seems to me that the car was matching better the ground with soft shadow, even if it could be less accurate compared to the shadows of the trees.
Attachments
Giulia-1962_23.jpg
Giulia-1962_22.jpg
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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