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©2009-2010 Nitros-Detox
:iconnitros-detox:

Artist's Comments

*Featured here [link]


This is my latest personal project and my favorite.

The final numbers ended up at just over 4.7 million polys, 2 hours to render, 3 separate AO passes, and about an hour of composing in photoshop

You can follow the making of images here;
[link]

[link]

[link]

*8/12/09
I just got an email from Sam Robson, sub-editor for 3DArtist, he wants to feature this piece in the magazine. He and I are talking via email to work out the details.

**8/14/09
The paperwork as been signed, it is official that this will be featured in the mid october issue of 3DArtist.

***9/1/09
Alright I've got some requests for prints of the CCX so I reformatted it for 8x12" paper.

Daily Deviation

Given 2009-09-01

Koenigsegg CCX by ~Nitros-Detox is a fantastic presentation of a beautifully modelled car, with amazing lighting and a real sense of movement. (Suggested by ShengDaFlashPRo and Featured by joannastar)

Comments


love 6 6 joy 1 1 wow 2 2 mad 0 0 sad 1 1 fear 0 0 neutral 0 0
:iconmehheidi:
absolutely beautiful!!

--
Check out my gallery, somethin for everyone :bucktooth: [link]
:iconulysses-31:
I was randomly browsing the 3D gallery and noticed this. It's very well presented, but I thought there were some odd features of the model. Parts of the model still look "jagged", despite the colossal polygon count. This is most obvious on the highlights; they're reflecting off a series of flat surfaces stitched together rather than a smooth contour. So I thought i'd check your other models, and they all feature the same things. You posted a few wire-frames of pod-racers, and it all became clear. I realised that you're not using Sub-D techniques for modelling your hard-surfaces. While I admire your tenacity using basic polygon editing to emulate organic shapes, it's just too hit-and-miss. I used to model that way too, before I finally got the hang of Sub-D. It can be a tricky and sometimes frustrating technique but it will interpolate things like smoothly-changing curvature in a body panel perfectly, and you won't ever have faceted edges or very sharp lines where different curvatures meet (unless you want to of course). This would also eliminate the distorted reflections that several others have noticed.

I don't normally comment much at all but I thought it might be helpful to mention the above. You clearly work really hard on these models and the detailing is impressive; all the more so considering how you seem to be building them. I'm just suggesting a change in technique because you have the work-ethic required to make the most out of Sub-D, should you choose to follow that path. Good luck with your future works.
:iconnitros-detox:
Most of that is actually due to the high intensity VRay lights. I have to set them around 30 to get any kind of decent shadowing but at that level they don't AA very well.
:iconmagneto1969-stock:
3D car on real picture ... that the commentary is long from Ulysses-31 ... especially when you look at his DA page .... not much ... and not much good ... it is easy to judge the work of others ... but above all must watch his own work ... I found this great picture ... with fewer polygons would have been too ... except if you want to approach to perfection ... but the 3D is not the reality ...
:iconshengdaflashpro:
amazing!

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There's a swine infested zombified german spycrab sitting on your head!! -tf2
:iconrhexfiremind:
Wow really nice model and ilumination man! congrats, im not a car lover but this image really called my atention, nice work man keep it rocking!
:iconsalimljabli:
verry nice one !!
i think i've seen it before at CG-cars :D !!

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August 6, 2009
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