The online racing simulator
3D LFS renders
(8487 posts, started )
Kariim's request

pure sex.
Quote from Gustix :Kariim's request


There is something wrong with your front wheel
Maybe too much +camber?
nope too much positive positive caster
From what I know Gustavo just rendered XRT onto a real pic and fixed the smoke
tire obviously ain't rendered.
what makes you say that?
Because it's rather advance stuff to get that kind of motion blur with Blender's internal engine, and I've never seen him use that sort of technic.
Quote from JJ72 :Because it's rather advance stuff to get that kind of motion blur with Blender's internal engine, and I've never seen him use that sort of technic.

And ppl can't learn? Tires looks most defo rendered to me - look closer :P
Emm Leo there is nothing wrong with camber when you turn steering wheel to lock wheels looks like that (not for all cars)

take a look http://www.paxtonauto.com/images/IMG_4153.jpg

rims are rendered and Blur is made with Blender too
Btw JJ take a look at Sway's request render - motion blur on wheels is made with Blender too
Gustavo, that's freaking awesome. Love it! Looks so real and so cool.

JJ72, he has already done the wheel spinning before, why wouldn't he be able to do it?
I just want to be able to render again I've stopped rendering for quite some time now, just because of school. And I HAVEN'T improved..
few renders, in one used leonardo555 wheels
Attached images
fzz.png
fzrwall.jpg
omf.png
The last one with XRR is awesome. But, I think your brake calipers are placed wrongly. It looks like you just made one wheel and then copy/pasted to the back etc.
I think the brake calipers should be either both inside, or both outside. But I'm not sure about, anyway, nice one.

Are the wheels on XRR, public? They look nice, I want to try them.
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(manneF1) DELETED by manneF1
Quote from andRo. :The last one with XRR is awesome. But, I think your brake calipers are placed wrongly. It looks like you just made one wheel and then copy/pasted to the back etc.
I think the brake calipers should be either both inside, or both outside. But I'm not sure about, anyway, nice one.

Are the wheels on XRR, public? They look nice, I want to try them.

Yep, I copy/pasted them Will try to do as you said next time.
Yes, they're on public: http://www.lfsforum.net/showthread.php?p=1286377#post1286377
Quote from Gustix :Emm Leo there is nothing wrong with camber when you turn steering wheel to lock wheels looks like that (not for all cars)

yeah i believe more the newer cars do that do to suspension settings,it gives a little camber to turn more.
Quote from JJ72 :Because it's rather advance stuff to get that kind of motion blur with Blender's internal engine, and I've never seen him use that sort of technic.

pfff done in less then 5 minutes and im still a noob

(i know the brake claipers etc, shouldnt be blured but since its a simple test i dont play a half hour around to seperate the objects)

btw nice wheels leonardo)
Attached images
blur test.png
blur test1.png
Quote from e2mustang :woooo i finally got the te37!!!!! thanks

No problem dude
Enjoy it

Quote from Gustix :Emm Leo there is nothing wrong with camber when you turn steering wheel to lock wheels looks like that (not for all cars)

take a look http://www.paxtonauto.com/images/IMG_4153.jpg

rims are rendered and Blur is made with Blender too
Btw JJ take a look at Sway's request render - motion blur on wheels is made with Blender too

Yes, you're right. Sorry for criticizing your render.

Quote from iFastLT :few renders, in one used leonardo555 wheels

Preety nice, dude. I really liked the colors you gave to my wheel

Quote from John5200 :pfff done in less then 5 minutes and im still a noob

(i know the brake claipers etc, shouldnt be blured but since its a simple test i dont play a half hour around to seperate the objects)

btw nice wheels leonardo)

Thanks man

Quote from andRo. :Thanks.

Enjoy it
Just slowly building my first scene in Blender, had the problems with bright spots that someone else had (see first pic) changed shader on skin from 'Wardlso' to 'Phong' (bottom pic) and it looks much nicer IMO.

However, does anyone knoe how to scale textures on an object? That background is a cube with a brick wall textue on it, at the moment each brick is 12 foot long! Tried everything I can see that may change it, help please!!

I know everything else still needs work too, still experimenting...
Attached images
Lighting test.jpg
Quote from Subphonic :Just slowly building my first scene in Blender, had the problems with bright spots that someone else had (see first pic) changed shader on skin from 'Wardlso' to 'Phong' (bottom pic) and it looks much nicer IMO.

However, does anyone knoe how to scale textures on an object? That background is a cube with a brick wall textue on it, at the moment each brick is 12 foot long! Tried everything I can see that may change it, help please!!

I know everything else still needs work too, still experimenting...

1. Yes "Wardlso" is completely wrong for a car material. (I use "Minnaert" and phong" because it gives me prittey nice results[attatchment 3 shows with "phong" and attetchment 2 with "Wardlso"])

2. I don´t realy know what you mean with "scale textures on an object". I gues your texture is one brick stone or whatever and streched all over the wall. In that case you have to play with the "Xrepeat" settings (attatchment 1)
Attached images
Unbenannt.jpg
xrt 2.png
xrt 1.png
Hey, cheers, just got back from pub, left this rendering...increased the 'hardness' of Phong highlights:

Opposite problem with the bricks tho...I have an image of a whole brick wall but I need to be able to scale it down so it looks like a wall behind the car
Attached images
Lighting test 5.jpg
Phong is better suited for plastic/rubber materials, so you'll probably need to sharpen up the highlights a lot.
Quote from Subphonic :Hey, cheers, just got back from pub, left this rendering...increased the 'hardness' of Phong highlights:

Opposite problem with the bricks tho...I have an image of a whole brick wall but I need to be able to scale it down so it looks like a wall behind the car

k then you should try the uv mapping
http://www.youtube.com/watch?v=N7tp1dH64l4
Quote from Crommi :Phong is better suited for plastic/rubber materials, so you'll probably need to sharpen up the highlights a lot.

well.... actually except toon and wardlso there isnt any real difference (in the attatchment i tryed every option and well with some material tweaking all except toon and wardlso would look the same lol)

(render time 30 secs so no big deal)
Attached images
compare.jpg

3D LFS renders
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