The top pic has very transparent bursts going on, but you can't see the core of the flame - that's hidden within the exhausts and they are much shorther because of that. Your flames are long enough to have a core.You might want to add point lights in the exhaust (or a luminous material).
If you do see something that looks gray (tried to look for it, but didnt find anything), then it's most likely because the pic comes from a video and there is some sort of frame blending going on or the sensor being bad.
Maybe you worked with a modified car. I just converted the original mesh, even though I was sure about the rear lights, and still just one mesh/no poly layers or anything like that.
Bokenier: thanks - it is difficult indeed. not something I'd enjoy oing all the time
e2mustang: I'm not following you. What do you mean?
I posted a some different versions of the render in an earlier post, but apparently they were done using the old renders with an error in them so I removed them. Attached is a fixed update for that
No crashes, but the renders are messed up anyways because I forgot about a setting - that's what I get for doing 3D while being wasted But I render in a "special" way, so the re-renders are 3-5 times faster now.
Indeed - I'm however very curious about why game developers doesn't like the technology. Too different from their workflow? Meaning what? Different and complicated way to rig, animate, model etc?
They need to elaborate that part - but very impressive none the less.
I've been noticing a thing on some of your latest renders - these, the previous ones and your garage render with the LFS logo on the floor (possibly more, but I didn't go looking for errors). These renders have desaturated textures, suggesting strongly that your Gamma settings in the 3D app are wrong.
You have Gamma correction applied to the render, which is correct. But you also need to tell all the textures they need to be gamma corrected, which you haven't done.
A clue: open the render in Photoshop, apply a Level adjustment layer/filter and move the middle handle to 0.45 (0.45 = compensates/corrects for Gamma 2.2, which is standard for PC monitors). All textures now look much more vivid and natural.
The above mentioned also shows how your render would look if you didn't have Gamma correction applied to your render.
Ps. Gamma isn't just about saturation. It's about pure math, and too technical for me to get into here. But you do need to Gamma correct all the way, not just textures only, or the render output only.
Your renders will look miles better after you've done this.