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samyip
S2 licensed
Quote from RoCkBiGdAvE :Right, i'm making my own brake disks from scratch. I've made my own rims so i might aswell finish the job off properly and add brakes

I've made the disk (calipers are beings modeled as i type) and got some decent textures of a forum but when i map them to the disk, they dont come out right, any ideas?

The image size is 800x800 and the disk is 200x200 (according to the XYZ thingy at the bottom) so i dno if that would make any difference, also, they are totaly 3D, both disk's have a front, back, side and the holes on the disk, so that might be another factor.

I've added the texture and a render of the disks so you can see their layout, but as you should be able to see, the nearest disk is pure white like a polo. That is the disk i have applied the texture to and obviously hasnt come out right.

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.
Last edited by samyip, .
samyip
S2 licensed
Quote from XCNuse :right..
...that and for some reason on the first render with the track; the textures kept blurring in strange places..

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.
Last edited by samyip, .
samyip
S2 licensed
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)
samyip
S2 licensed
I am dreaming on.....
Last edited by samyip, .
samyip
S2 licensed
Not parking. Posing in front of the house on the grass, what is wrong with that? As long as not wheel spinning on the grass that is OK
samyip
S2 licensed
Here is my my FZRs with my dream house
samyip
S2 licensed
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.
Last edited by samyip, .
samyip
S2 licensed
Quote from XCNuse :they both look simple to me lol

then again.. my paints are 3 layers of shellacs

his tires i think could have been better; they shouldn't have a bump map on them, and F1 tires are very glossy looking, but when you see them and they haven't been used, they are slick as a mirror.. his are bumpy and just kinda sets it off (for me)

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.
samyip
S2 licensed
This is a nice render, very nicely lit.
samyip
S2 licensed
It is looking good. but have you got any initial sketch of the car? give a better idea what this car would actually look like.
samyip
S2 licensed
Skylight don't like to work with standard DSR, but if you use Radiosity with DSR, it works a bit faster.
Nice AVIs BTW
samyip
S2 licensed
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
samyip
S2 licensed
Quote from Sisolak :my first ever done animation in max 7 + brazil render plugin
it´s in 320 x 240, 30 fps, total of 250 frames, render time 10 hours ...
http://www.youtube.com/watch?v=CVlanQpSuzE

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
samyip
S2 licensed
Quote from Ryanry64 :My scene really doesn't like glass for some reason. I replaced the dark glass with clear glass and it got darker. But I think it looks better

heh, parental advisory..

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.
samyip
S2 licensed
Stix,

I done this one for you a bit late..
samyip
S2 licensed
very nice renders Ryanry64.

One minor thing, check the mapping of Michelins, they don't look wrapping in a circle path, somehow seems distorted.

regards
samyip
S2 licensed
Quote from micha1980de :true, but i was always nagged by the fact that you just apply one texture to a object and the skin just looked right...
it was a real pain in the ass to assign all these different materials and textures to the FXR, since there are no mats applied to the original 3ds file.
Dunno how its in 3ds max, but it aways sounded so simple to get these great looking images from that programm.

regards

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.
Last edited by samyip, .
samyip
S2 licensed
Your questions have already been asked by some one else if you read through other threads.

You can find the answers on these threads..
http://www.lfsforum.net/showthread.php?p=147574#post147574
http://www.lfsforum.net/showthread.php?p=154196#post154196

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.
samyip
S2 licensed
Quote from ramtech :LOL to the flying video..
u got nothing else to do man? no exams? :P

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.

Thanks you guys for the comments.
samyip
S2 licensed
B11TME,

The flying FZR got a boost now

(The animation is done in standard 3ds max particles and shaders, no other third party plug in were used.)
samyip
S2 licensed
Quote from B11TME :I know you can do some amazing stuff m8 with 3ds max why dont you shows these guys what you made of :P And stop them cars flying please hehe

Do you mean flying like this one?

[Edit: FZR with boost..]
Last edited by samyip, .
samyip
S2 licensed
Quote from beefyman666 :Thanks danowat, thats impressive.

Whats happened to the spoiler? I'm guessing it's a lighting problem?

The lighting is good on the scene, that is reflection of the light plane above the car(I think).
samyip
S2 licensed
Quote from B11TME :Hi sam...I think you need to lower the car so its sitting on the ground because im pretty sure the FZR does not fly unless you hit something hard.

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..
samyip
S2 licensed
Quote from beefyman666 :Could someone kindly render this skin please.

http://img201.imageshack.us/im ... 15/fzrporscheirwin8xj.jpg

Just a simple but effective render will do, a nice camera angle etc.

Thanks in advance.

Done these for you.
FGED GREDG RDFGDR GSFDG