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Showroom GT500
Bryce5.5 Two renders of the GT500 (model from DAZ3D) combined in PSP7. One of the renders has DOF and gamma compression used to give fuzzy highlights the other a "straight" render with infinite DOF. Many many lights were employed to get the look I was seeking, the DOF render took about 14 hours and the straight render less than an hour.
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Comments 5
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I can't take any credit for the details on the car, that's down to the model I got from DAZ. Likewise I don't feel I can be held responsible for any of it's failings. So swings and roundabouts there. As for the lighting, I experimented with using a few lights that did not cast shadows to shine right through everthing and light the interior and the floor to give it more "ambience" along with the usual array of "light halo's" and "light bars" to give soft shadows and convincing modeling in the more shdowy regions. The two combined renders was used to take advantage of the detail that could be achieved and give the illusion of depth at the same time - hopefully taking away that annoying tendency of DOF to minitureise everything in the shot.
Let's see now....there's no fender clearance....the sideview is way too square....the clutch and brake pedals are too low and the pedal arms are too long....and why are there four tailpipes? Sorry. ;-) Just nitpicking. hehe Luv those wheels!
Combining a ?hard? and a ?soft? render is again an interesting idea. I'd done it all sharp, but I must admit that the slightly blurred back adds a lot to the charm of this work. This is obviously not David's car, otherwise the drivers seat would be at right.
nice detail awesome details! Is that a Pioneer Radio in the dash!? =)
First of all - I love the backside of the car. I see you added red lights there. Almost real! I didn't know that the GT500 had so detailed interrior. You've done it again - I don't know how lights exactly you put there and the DOF, but it's worth the 14h render. The fuzzy effect is something interesting. Oh, there's a light also IN the car, right?