Belly Tank Lakester

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tuna57
Posts: 505
Joined: Wed Jul 09, 2014 11:54 pm

Belly Tank Lakester

Post by tuna57 » Fri Aug 14, 2020 7:34 pm

Modeled up another "salt flats" car. Rendered 3000 px wide , Easy 9 . 100 passes about 9:00 hrs on the iMac. Used easy9 because of all the metal textures in the model. Post pro in Gimp.
Attachments
Belly Tanker_Scene1_PP-Edit.jpg
Belly Tanker_Scene1_PP-Edit.jpg (2.41 MiB) Viewed 557 times

ntxdave
Posts: 320
Joined: Tue Feb 23, 2016 7:05 pm
OS: Win 10
SketchUp: 2019Pro

Re: Belly Tank Lakester

Post by ntxdave » Fri Aug 14, 2020 10:06 pm

Great job sir! :clap: :hat:

Mike1158
Posts: 899
Joined: Wed Aug 26, 2009 7:15 pm
OS: W10
SketchUp: V19

Re: Belly Tank Lakester

Post by Mike1158 » Sat Aug 15, 2020 9:48 am

A great sight for a car nut, I can almost smell the POL's. It's bleeping marvelous. :hat: :clap:

posodrac
Posts: 274
Joined: Mon Feb 15, 2010 11:43 pm
OS: i5 7th 16Gb W10
SketchUp: SU 17 Make
Location: Portugal

Re: Belly Tank Lakester

Post by posodrac » Sat Aug 15, 2020 4:23 pm

:hat: :clap:
Nice model. You (anyone) should test down gama on TLR editor. The salted ground texture could be scaled bigger.
What... the front wheels leave no trace!? :hug:
This will look good in my "curriculum vitae": "Heterodox truck driver at TNT/FedEx"

tuna57
Posts: 505
Joined: Wed Jul 09, 2014 11:54 pm

Re: Belly Tank Lakester

Post by tuna57 » Sun Aug 16, 2020 6:15 pm

Thanks guys. posodrac your comment on the tire tracks had me scratching my head until I got looking closer. Somehow in setting uP the scene I got the ground plane a little off and didn’t catch it. :doh: . Oh well stuff happens :roll: . Have to fix it when I run some other views. :^:

Fletch
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Re: Belly Tank Lakester

Post by Fletch » Sun Aug 16, 2020 8:15 pm

Very nice! :D :^:

tuna57
Posts: 505
Joined: Wed Jul 09, 2014 11:54 pm

Re: Belly Tank Lakester

Post by tuna57 » Mon Aug 17, 2020 7:28 pm

Thanks Fletch. Here's a different render of the car. Same render settings and size of image. Did add a bit of D.O.F to this render though. Tweaked the drivers canopy to look more like a tinted plastic , pretty common on these cars. Of course had to add a little man to pilot the thing. Did some things on the post pro side I've never tried before. Gave the wheels some motion blur and added in the "dust" trail. Wish I could come up with a little better ground texture though. Have done tests with 8 or 9 different textures none have really "filled the bill" exactly. Run into bad tilling problems if I scale them up to much :! .
Attachments
Belly Tanker 2_Scene 2_PP2.jpg
Belly Tanker 2_Scene 2_PP2.jpg (723.7 KiB) Viewed 492 times

posodrac
Posts: 274
Joined: Mon Feb 15, 2010 11:43 pm
OS: i5 7th 16Gb W10
SketchUp: SU 17 Make
Location: Portugal

Re: Belly Tank Lakester

Post by posodrac » Tue Aug 18, 2020 9:40 pm

Try this one.
The texture is tileable but you can make a component rectangle of 1 by 1,5 and flip or rotate or both to do the terrain. This is not a brick texture... just random cracks. You can edit for maps but the same image can be used for bump or specular.
Attachments
desert_ground texture-seamless.jpg
desert_ground texture-seamless.jpg (1.54 MiB) Viewed 476 times
desert_ground texture-render.jpg
desert_ground texture-render.jpg (435.3 KiB) Viewed 472 times
This will look good in my "curriculum vitae": "Heterodox truck driver at TNT/FedEx"

tuna57
Posts: 505
Joined: Wed Jul 09, 2014 11:54 pm

Re: Belly Tank Lakester

Post by tuna57 » Tue Aug 18, 2020 11:49 pm

posodrac , thanks for the dirt texture. I'll have to give it a spin. :^:

Fletch
Posts: 11231
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Re: Belly Tank Lakester

Post by Fletch » Mon Aug 24, 2020 6:32 am

tuna57 wrote: Mon Aug 17, 2020 7:28 pm Wish I could come up with a little better ground texture though.
I would either use a mixture of procedural materials, or a mixture of procedural and image texture. This is a mixture of the image texture with a procedural. Anyone with Twilight Pro can open this material with the Deep Editor and see how it was created.
  1. start with the Template>Floor>Tile and
  2. converted that to a deep material.
  3. Then added another standard layer to the material.
  4. made that layer's diffuse to use the Procedural texture "rock"
  5. set the light and dark colors for the rock procedural.
  6. copy Weight 0's fresnel to the Weight 2, and then
  7. cut the colors for each of the fresnel weights in half (set "L" (lightness) of the fresnel colors to half the number, if it's 94, make it 47)
    so that the image texture and the procedural texture would be mixed half-and-half.
  8. This was done for expedience, but even better would be to use the procedurals in the weights to mix the texture and the procedural rock material.
Without the deep editor perhaps try some procedurals in the default templates?
Attachments
fresnelweights.jpg
fresnelweights.jpg (73.58 KiB) Viewed 447 times
explorationrender.jpg
explorationrender.jpg (498.9 KiB) Viewed 447 times
cracked-desert-ground.skp
(2.47 MiB) Downloaded 10 times

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