Image size 800 x 800 and disk size 200 x 200 is OK because they are both square. The best way to check if your mapping is correct, make your viewport 'smooth+highlights' and then go to your material editor, check on the 'show map in viewport' button of your bump map. If the UVW mapping is correct, you should be able to see the texture map show up on the viewport. If it doesn't show, try apply a 'UVW map' modifier to your disk, use 'planar' for the mapping. You may want to scale up the Gizmo to get the bitmap to fit your disk shape or apply cropping in your bump map texture.
If the texture shown up correctly on the viewport and still doesn't render out, check the amount of bump you applied, you may want to increase that or check if you lighting was too intense which may have blown out the fine details. Also try apply that map to the 'diffuse colour' slot with about 10% which may help.
Try what I suggest on the bitmap filtering and it should make that clearer.
Oh, just noticed, the shadow of the second image is a bit harsh, may be alter the area shadow settings(if it is area light you are using), that is too sharp for realistic lightings.
Sometimes it is easier to criticise than showing it yourself. But I can see Nuse has already put a great effort in there which they are not too bad..
For the carbon fiber texture, it may improved if you check the 'Summed Area' filter on your bitmap texture (see attached)
Apart from the carbon fiber and the displacement grass being a bit large, I quite like the first image, lighting is good and I could see you have done a good job on the tyres (although they are not highly polished ones)
Displacement is not an alternative way of modelling, displacement map is only for enhancing a model with finer details which works better than bump maps (because displacement deform the object mesh, so displacement would not be as pixelated as bump mapping), but the down side of displacement is that you will need high res bitmap and high density mesh to work well.
3D modelling is not hard at all, but could be time consuming depending on your skill, but the theroy is simple, especially poly modelling, it is kind of like wire cageing in Art lessons in college, patching bit by bit until you get the shape you want, hardly any rocket science in it, but you will have to be patient though.
For materials.. well, have to be careful because if your lighting in the scene was set up incorrect, what you think of a fantastic material could be a mistake when export to a different scene. Materials and Lighting got to be working together.
Shellacs is good for special paint work i.e. metallic paint. For simple paint work, a Fall off mix in both diffuse, Specular colour and reflect map would be just as good.
I think a very tiny small size of noise still need to be apply on the tyre, otherwise it will be too smooth, just enough to break the specular high light. It may not show the difference on a zoom out render, but you could see on a close up of tyre.
It is nice...but will it end up as a half finished project again?
I was looking forward to see the BMW Z4 finished but it seems like you have lost interest.
Anyway it will be nice to see this concept car finished, until then I would not know what I am look at... Keep it up
For 320 x 240, you may be able to turn down your renderer's settings, which could reduce the render time, because a lot of the fine details would not hold in that resolutions, no point of setting the sampling quailty too high. Also the codec's compression lost too much quality unfortunately.
Anyway, very good for the first time
It could be the light is not passing through to light the objects behind the glass. For example, if you use Default Scanline Renderer, the type of shadow you choose for the light could cause that problem if you chose shadow map instead of raytrace shadow. One way you can get round that is go to your glass object property, select off 'cast shadow', and it will let light pass through it.
The LFS car models should already have UVW unwrapped texture co-ords info embedded, so when you apply the skin to the right material, the skin should fall in place exactly. The car models should also already have different material IDs assigned to them, as long as you find out which ID is for which object(i.e. lights, windows, wheels etc.), you should be able to apply what materials you wanted. There is never a simple one material that assigned to the LFS car in 3ds max. There are over 20(at least) sub materials for one car, each sub material has its own ID which match the object's material ID.
One single material for the whole car will not look right, for example the car body is shiney and reflective but the tyres are not, therefore you will need different type of materials apply to a car. The texture map could be same, but not the materials.
but my advise to you is read through the 3ds max manuals to get yourself to understand the basics first, there is no short cut I am afraid, because the programme is a lot more complex than any average graphics software.
LOL Ramtech, I think I am too old for exams
But I got work to produce for a conference coming up next week, I only slot this one in between, didn't take long to animate as the car is already exist. And that was only a joke that respond to B11TME on another thread where he commented on my render that the car was like in mid air flying, so I did that for a laugh.
Hi Keith, the stills are taken from an animated scene which I posted here before. http://www.lfsforum.net/showthread.php?p=122186#post122186
The test I did which the ride of the car was very bumpy, I have already chosen a frame where the car is nearst to the ground but obviously not low enough hehe..