Uav Hawk
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
I did this Uav hawk model that was used in a medium length film project. Renders done with Pathtracing at 1600x1200 for 1 hour and 30 minutes. I do think personally the missiles should be bigger but I'll leave to your judgment.
Nice modelling. The textures are too clean, specially the hangar floor which is too bright imho. I have worked in the french Air Force, and I always saw oil spots and rubber trails on the ground, everywhere around airplanes.
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.
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
Thanks for your comment. I am always looking to put details to take way the polished look. I suppose it is lack of reference to use good enough pictures of oil stains/spots to use. I'll improve the hanger itself and get some dirt marks/stains onto it as well.
I agree 100%
modeling is good but textures are too clean. Don't use tileable textures. Use a full texture (maybe not for ground, but for the plane and missiles) and add grunge/dirt. chipped paint, rust and stuff like that will add a lot of realism.
look at the way rust forms where water drips down and gets caught on edges.
did you try using an HDRI for lighting instead of sun/sky? (I think its sun/sky). Then use an emitter plane to add a directional light. Also, something that would add a lot of realism is to add buildings and trees in front of the light souces so your shadows are more complex instead of the clean, perfect lighting you have in the scene.
If you want to use a tileable floor texture, try to take your texture and make several versions of it (all with the same outside edges so they are still tileable). then subdivide your mesh and apply different materials to different but equal parts so you can apply different textures and tile it to the same mesh.
modeling is good but textures are too clean. Don't use tileable textures. Use a full texture (maybe not for ground, but for the plane and missiles) and add grunge/dirt. chipped paint, rust and stuff like that will add a lot of realism.
look at the way rust forms where water drips down and gets caught on edges.
did you try using an HDRI for lighting instead of sun/sky? (I think its sun/sky). Then use an emitter plane to add a directional light. Also, something that would add a lot of realism is to add buildings and trees in front of the light souces so your shadows are more complex instead of the clean, perfect lighting you have in the scene.
If you want to use a tileable floor texture, try to take your texture and make several versions of it (all with the same outside edges so they are still tileable). then subdivide your mesh and apply different materials to different but equal parts so you can apply different textures and tile it to the same mesh.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
I will do some of these things to improve the textures. The shadows area you speak of, I was for while considering having shadows from other objects fall into the scene, but not sure if it might distract it a bit from the real focus which is to be the Uav plane. Will play around a bit though.kavorka wrote:I agree 100%
modeling is good but textures are too clean. Don't use tileable textures. Use a full texture (maybe not for ground, but for the plane and missiles) and add grunge/dirt. chipped paint, rust and stuff like that will add a lot of realism.
look at the way rust forms where water drips down and gets caught on edges.
did you try using an HDRI for lighting instead of sun/sky? (I think its sun/sky). Then use an emitter plane to add a directional light. Also, something that would add a lot of realism is to add buildings and trees in front of the light souces so your shadows are more complex instead of the clean, perfect lighting you have in the scene.
If you want to use a tileable floor texture, try to take your texture and make several versions of it (all with the same outside edges so they are still tileable). then subdivide your mesh and apply different materials to different but equal parts so you can apply different textures and tile it to the same mesh.
Thanks.
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
here are some improved shots rendered with octane3dsmax version 1.02.