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samyip
S2 licensed
If it is the standard LFS car renders, you don't need to spend so much money for Brazil, the Mental Ray that came with 3ds max is just as good and is free.
samyip
S2 licensed
Mmmm. Your BMW skin, the front grill and above the headlamp is just like what I created years ago. Even the mark on the grill looks the same...
Anyway, good skin.

Here are my old renders to proof the grills and lights look very close.
samyip
S2 licensed
make sure vertices are welded together as one object. At the moment they may be 3 or 4 seperate polygons that made up the glass. You will have to weld those touching vertices to make them as one element, then apply auto smooth group.

you will be able to tell if the glass is one element or not by go to the sub-level, choose from (vertice, edge, face, polygon, element), select element as your sub-level, click on the glass object, if the glass object is highlighted in red, that mean your glass is a single object, but if only part of your glass highlighted, that means your glass was made up by fragmented elements, which they'll need to become one object, otherwise will not be able to smooth.
samyip
S2 licensed
Quote from XCNuse :....also, just FYI the first render you showed that you're trying to get to is photoshoped a fair ammount, (which gives it that glow effect....

The glow effects can be acheived with Glare Lum in Mental Ray without going to post production or Photoshop. Other Rendering package may have simular feature too.
samyip
S2 licensed
Quote from DoriKiN :u dont really stitch them...

u just make sure it ends as a seamless texture. And it should line up when it gets stretched in 3dMax into a 360° HDRi (sphere). also u make multiple horizontal pano's under multiple vertical angles and stitch them with autostitch(works better then photoshop). And after that make sre its all seamless.

That is not HDRI you making. You are only making an ordinary environment map. HDRI stands for High Dynamic Range Illumination. Which means it has many different light exposure informations in one single file. Imagine that is like taking 12 photographs of the same image but with different stops of exposures (from very dark to very bright) and all those informations are all stored in the one file.
samyip
S2 licensed
I have read some comments from the www.sektor-41.com about your header...
Becareful here, don't try to throw in too many effects just because you can or somebody ask you to. Step back a little and re-think if the effects will do harm rather then good to your nicely modelled object.
samyip
S2 licensed
Here is the PSD file. The speed line is so easy, just do a long stretched rectangle fill with white, then create a layer mask and add black grads on both end. Merge the layer mask, apply a little amount of Gussian blur. Then change the layer's blending mode (in this case I use overlay) and reduce the layer's opacity as you needed.

Press Ctrl-T to scale transform the layer so you can stretch it, or compress it.
samyip
S2 licensed
Quote from XCNuse :this is what im up against so far: http://img406.imageshack.us/im ... 69/sektor41banner1ts1.jpg
or atleast, thats the best im up against, so its got me pretty uncomfortable about mine because it fits in better than mine (the gforce cuda is a cool car, but i dont have any good pictures, to many damn people standing around!)

someone suggested flames comming out, i think it will look cheesy but will try anyway for a laugh

In my opinion, your header is better in terms of composition and colours.
His car and the word 'sektor41' are 2 seperate elements in the header and they are not working together. The model of that car may be excellent, but the composition is not. Your tight cropping into the car makes the whole header more interesting and providing more imaginations of what the whole car may look like.(sometimes less is more)

I have attempted a photoshop edit of your header based on b/w one (hope you don't mind) add a slight blue tint to it. To prevent the image gets to 'cold', I have added a slight wash of the orange on the right. a little work on the words to make it more blend in.

BTW, I don't think flame coming out will work, first you will have to decide to create the flame in 3d or by Photoshop, 3D flame is not easy to look convincingly real especially for a still image. (you may get away in an animation, but a still image is difficult to have a result that you will like. Water and Fire are both very tricky to look good in 3D)
Last edited by samyip, .
samyip
S2 licensed
Is there a trial version of magic wallet?
samyip
S2 licensed
Try render it with prespective view. This look odd as you don't get this kind of shot in real life. Otherwise it should look good.
samyip
S2 licensed
Quote from magicius :hmmm i get next message:" Rio Warning: file can not be saved Scene was opened as READ_ONLY and can not be saved !!!"

save as a different name?
samyip
S2 licensed
Quote from Dragon_Reborn :...i loaded blender yesterday (the gui looks like chinese letters for me )...

Install an English version...
samyip
S2 licensed
Quote from ZORER :Does it (mental ray 3,5) support objects illuminate the scene? i mean you can't make really self illuminated objects on max8' mental ray. Did you try it in max9?

You can have objects self illuminate in earlier Mental ray already in Max7/8
illepall
Last edited by samyip, .
samyip
S2 licensed
Here is a model of my friend. Not perfect. Based on 2 photos of him
Last edited by samyip, .
samyip
S2 licensed
This is the model of a head that I done few years ago based on Chow Yun Fat. I didn't have very good references of Chow, the front photo and the side photo of him is over 10 years apart.

Start off by low poly model with mesh smooth apply, the idea is that I can rig the low poly head for animation (which is easier to control because less vertices to worry), then apply mesh smooth for renders.
samyip
S2 licensed
Great Work Nuse Class A modelling work. but I love to see a completely finished project from you. We are all waiting. Keep it up.
samyip
S2 licensed
Quote from shaun463 :Youtube: http://www.youtube.com/watch?v=FrLtJ4PzmT8

thanks for uploading in youtube, but the Porsche wasn't related to the LFS game at all.
samyip
S2 licensed
I am glad that you sorted.

Look forward to see a new render
samyip
S2 licensed
Quote from Funnycat :In attachment for my prev post!

Oh, I use bones+skin modifier, but what I'm speaking about is compressing.

That morph technique looks interesting! I used it (kinda ) when i made clay mpovies a while ago I mighta try it...
Also, the car's "jaw" has about 5K polys, do you know how to simplify it's transformation?

P.S. The link in the 1st post doesn't work for me

I haven't use bones that much, so I can't help you on that.

The link in the 1st post is back on working now.
samyip
S2 licensed
Quote from noise_is_life :I must be missing something.

The first image is mental ray Shadow Map(which I do have figured out somewhat), the second is "Ray Traced Shadows".

The only thing with shadow map is that it won't create transparent shadow effect (i.e. light pass through glass) it only give you transparent effects if you use fall off for your material's opacity. If your material has a 30% opacity for example, but not using fall off, the shadow map will not calculate the transparency value and the shade of your glass shadow will be same as a solid object. Where as Ray Traced shadow will give you transparent effect in both ways.
samyip
S2 licensed
Without seeing your working file it is difficult to say. There could be a few things. What do you use to rig the mouth movement? using path for the mouth shape and then apply Skin modifier? If you do it this way, you will have to make sure the area of vertices selected are exactly what you wanted, e.g. lower jaw will only include vertices in the lower part, if some of the upper lips area are selected, when you move the lower jaw up, some upper lips will move up too. Also make good use of soft selections. This will help the skin deform smoother (it also depends on how many polys you have in the bending area. more polys will look smoother). From watching the AVI, I can see some of the upper mouth corner vertices were not selected as soft selection.

Another way to do is create morph targets. create clones of the object, bend the mouth shape manually by using edit poly/mesh with soft selection swithed on. Create clones of some basic gestures such as open mouth, closed mouth, smile, 'O' shape etc. once you have created them, you can apply morph modifier to your original object, then include the clones as morph targets, now you can blend between each targets to animate the mouth movement. (remember when creating morph targets, do not increase or delete any polys, the morph target has to have the same amount of polys as its original)

I personally perfer using Morph tartgets, because I get more control of what I want, and I can always create more new morph targets.
Last edited by samyip, .
samyip
S2 licensed
Quote from noise_is_life :Yeah, that is with shadow map, I changed some settings and got rid of the reflection problems, but I am still having problems with the shadow. It just looks terrible.

I'll try the raytraced shadows setting.

EDIT: I just remembered I did try the "Adv. Raytraced" shadows once, but it just gives me a hard edge even though I'm using an area light. There's something I'm just not understanding. I keep increasing the "quality" settings, but it just doesn't get bretter, it just takes longer to do it.

Adv. Raytraced is not supported by MR, however, you still can use it.
I'll normally use the Ray Traced shadow. The MR renders Ray Traced with difussed edge, unlike Default Scanline Renderer, which will render hard edge.

Please find attached 3 images of different settings of MR Ray Traced light that will give you softer edge by adjusting the size of the light. If your shadow spread alot, you will have to increase the U V samples to have smoother blend, otherwise your shadow will be too noisey.
samyip
S2 licensed
Quote from noise_is_life :Here's another simple "white backdrop" scene that I'm playing with some lighting on. I'm getting the strange reflection artifacts that you can see on the headlights and the windshield.

Anybody have any clues how to get rid of them? I've been RTFM, but haven't figured it out yet.

I'm using the mental ray renderer. The lighting is a combo of skylight and mr Area Spotllight. I have the final gather preset at Medium or High (I forget) and the noise filtering set to High.

I think it could be your MR area light setting. Are you using Shadow map shadow? if yes, try use the Ray Traced shadow instead.
samyip
S2 licensed
Quote from noise_is_life :Right, I just need to figure out how to improve my map, or find the settings to reduce the aspects I don't like.

The resolution of your bitmap will affect the displacement result too, if the image is low res, you may get ragged edges due to the pixelation of the image. Higher res will give a smoother edge.

Also, apply a small amount of bump map using the same map you used for displacement, this should enhance some small texture details that displacement map may not pick up.
Last edited by samyip, .
samyip
S2 licensed
Quote from noise_is_life :It didn't really take much effort you know...

http://www.mrt-wheels.com/chromewheels.html

Anyway, I'm not defending the chrome wheels, it was just an easy cop out on my part, I've been mostly focused on the scene.

The wheel you are using is not refined enough to render like a chrome wheel convincingly. edges are too sharp, need to be smoother for the reflection to work well (blend in better). Model your own wheel will be better. You can search in the internet for tutorial of how to create one. It is not that difficult.
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