This is my first attempt to get the most realistic as possible render for a LFS car. I think they are too much "low poly", and even with the great Indigo renderer, my renders looked not enough sweet. So I decided to remake the XRT, adding more polygons, created custom rims and enhanced light parts.
But what you see is actually 40% of that I wanted to make, there are obstacle to my work:
It took several hours to make this, and required about three times more to achieve my goal, but it's absolutely too much for me and the other details which are lacking cost too much time for little visual result. So, there are no window wipers, no exhaust texture, the tire tread sucks, and the whole interior is set to black. I wanted to remake it but the patch Z was released and Scawen great work stopped me. Some other parts are unfinished or missing too.
The car is fictional; this mean that some architecture details made my work difficult, like the windshield integration, rear lateral window (optical distorsion), the trunk opening is nonsense, tails lights are too big...
Blender "Subsurf" smoothing technique is not very good for car modeling and requires tricks; there are some light mesh foldings on some parts, like the front of the hood. I admit that 3dsmax smooth algorithm is much better and easier to use.
This is the white one, actually the first of the three rendered:
I don't like it very much because there's too much white and it's not very impressive...
I also have the same problem.
I upgraded to patch Z in the same time than upgrade to windows XP pro SP3. So I suspect more this SP3 than patch Z. Are the other concerned people equipped with SP3?
What are doing LFS client and server when transferring the guest info would be interesting.
Easy Mike, make sure that the copied FZR is still selected before typing Ctrl+L. If this command succeeded, the FZR center point turns from pink to light blue. Then go to the FXO scene and activate the layer where the FZR is located, it should be here.
Deejayyaj, don't use an automated translator, it is impossible to understand...
Select the floor, go to the material menu (F5 key), and change the colors in the 3 cases stack.
Is it possible but it probably needs to import the specific 3D models and to remake materials and scene settings. Maybe a dude made a kit like mine for one of these games.
Do you mean that AO was desactived when you open the kit with Ubuntu? It would be abnormal since Blender is multiplatform.
Don't worry, everything seem OK for me, I've not made any physical change on the 3D models.
What's wrong exactly? when do you think something is wrong in the procedure?
Wow, 64 bit architecture is cool, I've decided to get this when I'll buy a new computer anyway, but I did not know how rendering time is reduced..
The only change that could be present between the linux64 and win32 blender files is the ambient occlusion settings in the 'world' menu. Check if the sample number is the same or raise it in the linux version.
The rim color change is more a mystery for me
Interesting, do you use the same version of Blender and the same file?
There should not be difference between OS I think, but as I can see it's better to keep using windows, not linux for rendering. I can't explain more since I'm no more a linux user..
There are ugly lines at texture junctions you need to remove them and in the other hand add sharp edges where there is black shading like at the hood end or top of the fascia...
arghh, I'm a Z32 owner and this one on the pic makes me sad, she seems mistreated
A better example for the XRR comparison would be this:
yep, the script works with Blender 2.42a only. If you succeed, you'll have to invert ALL the UV coordinates of the 3d models, remove all unwanted sharp edges and re-assign materials. Not a funny work.
Hum, I'm not very enjoyed to update the kit, I would do this with V2 format, which is not very successful, I need to work it for 5 hours, reinstall an old version of Blender, just for the new interiors... and I see ZERO interior render. :cyclops:
Because 95% of the Blender renders here are made from my V1 ready to render kit with setup I've chosen with poor experience at this time.
And 95% of 3ds max generated scenes are rendered with Brazil and this always seen blank scene with mesh emitter above the car which seriously boring me.
I would like to see more personal work from the users, not only the same blank scene showing need for speed imported rims and a d0rifTorZ skins... :grumpy:
Gustix is one of the few dudes who are going forward IMO, good example to follow, with 3dsmax or other .
PS to Gustix: I suggest you to create your render showroom topic to make more visible your cool works to others and to stimulate them.
I dunno, read the manual and try the settings, to understand the main principles at first and next to get experience to work by yourself
There are buttons in the lamp menu to activate shader affectation of the lamp (diffuse specular negative, I don't remember the others...) keep the specular pressed only.
The median point selection applies in edit mode only. You are in object mode in the screenshot, the whole object is highlighted in pink. So in the object mode, the manipulation tool's center is always the object center (the pink dot). Hopefully this object center can be moved anywhere you want:
Enter the edit mode and select all the wheel vertices
The median point should be located a the mid of the wheel, press shift+S and select "cursor to selection". The 3D cursor should appear at the median point of the wheel.
Exit the edit mode and click on the "Center cursor" button on the mesh tab
Now the object center should be at the median point and you can work on the wheel like you wanted to do.