Land Rover 88 Serie II before 1968

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ROUBAL
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Hi,

After my first turntable animation for which I had began to model a Land Rover very roughly with some bad proportions, I spent much time on switching to Win 7x64 and I have been some time without creating 3D stuff.

Some days ago I came back to my model and looked for more reference photos and I corrected many things and added details to this model of Land Rover 88 Serie II made before 1968 (front lights on the middle).

Modelled in Blender as usually.

I rendered on my GTX260, with around 1000 samples per pixel in average.

The renders are rough and fireflies have not been removed, as it is a modelling WIP.

As tires are really modelled and subsurfaced at level 2 instead of being textured, in order to allow accurate relief even in close up, the poly count is high (I don't remember exactly) and when rendered in full HD (1920x1080), This simple scene requires 750 MB of the 877 of my GTX260.

At current resolution of 1280x720, I am around 450MB. This is worrying, because it doesnt leave much memory amount available for the detailed and subsurfaced character I want to add in the scene !

Philippe.
Attachments
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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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tungee
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nice work Roubal!
Q6600 || 4GB || 9800GT || 512MB || Vista Home || C4D 9.6 & Blender
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ROUBAL
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Joined: Mon Jan 25, 2010 5:25 pm
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Thanks Tungee,

I still have to model the interior and also find more documentation, because some accurate references are still missing : I have very few images of the suspension mechanics and I woulsbe able to put the camera almost at ground level in some scenes I plan.

I also want to add a tank tap on the rear part just after the right door : some models have one, but I don't know if it is just an additionnal one. I already tried, the topology at the cut out where the tank cork(tap) is was too bad done !

After that I will create other kinds of tires with if possible a simplified topology, because the current model "eats" most of the memory used by the geometry. Hopefully, that should free some memory to add dirt texture on the car body and the wheels, and obviously for "Elisabeth Warfield", the character I plan to add in the scene. This character (not yet finished : problems with the joints of the shoulders,and bad face texture) is very detailed and also memory consuming.

Many things to do...

This WIP will remain a WIP for a moment, I fear ! ;)
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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tungee
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Hi Roubal,
I have one critic:
The desert looks too darkbrown;
go little bit in yellow and brighten it.
Modelling and texturing is excellent.
Q6600 || 4GB || 9800GT || 512MB || Vista Home || C4D 9.6 & Blender
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ROUBAL
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Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
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You are right, It was too bright in my very first animation, and I made it too much dark in the current state.

I also plan to change the way the tires tracks in the sand are done. Currently they are really low poly lanes added to the main ground mesh, but I find them not very natural. When I will have saved enough poly on the car, I will make better tire track.
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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