Looking pretty good already, must have taken hours to make all those textures. Roof looks little too dark, garage is well lit and more light should bounce back from floor. Little bit dirt on fridge and door would be good too, working all day at the garage will get your hands dirty and everything you touch with them
You need to detach those pieces and set pivot point for rotation to where hinges should be located so it looks like they're opening when you rotate each piece. And if you don't want it to look ugly, you might want to fill the gaps and add some thickness.
If they can use components from other models, it brings their individual costs down. Some production cycles can always be refined and made more efficient, time is money.
Since you're using Brazil, you can also enable ground plane from rendering options. This plane will only be visible in renders but it's size appears infinite and you won't see edges even when taking a picture from low angle. But it will be placed at 0,0 coordinates on world-Z, so you might need to move car up or down to get it looking right.
I haven't used 3dsmax in a long time, but check if there's some additional shadow parameters that needs to be set when you're using object as a lightsource. Still it usually helps to use couple spotlights to get scene look the way you want it using very soft lights with large falloff area.
Qualify laps with incidents do not count, you need a clean lap. There's no penalty for using too much curb, but if you go too far and end up using paved runoff area too (LS last turn is good example), you'll get 1x incident point for going off track. Center-point of the car must stay over track or curb. Reset sends you back to the pits and if you're near the end of the lap, it makes perfect sense to drive into pits and across the finish line so you don't get one full lap behind.
Time-trial is a good way to improve your Safety Rating if it feels like races are not going so well, but contacts require two cars and no one gets high SR just due to having a good luck in avoiding accidents.
As for names, they're just not needed. Because of the way rating system works, you'll start to see same drivers often enough that you recognise them by car colors. Me and Jertje have been in same races so many times that I can almost remember his helmet color too
Actually game engine has sound level has set to 80% or so, just so that it's not at the max. It's been confirmed by devs and I think the official explanation was that it's set that way to prevent audio clipping.
HUD elements can be hidden via keyboard shortcuts, go to options and last tab which shows the list. There's no saved state for those settings yet so you'll have to click them away on every session. Track map and name overlays are not really wanted and I'm pretty sure hardcore majority would like to see whole HUD gone.
Windows service is required to use web interface and it only uses 1,1MB so I don't see the problem. As for forced DirectX install, I didn't notice any. Just downloaded stuff followed by quick install and that's it.
Blizzardo: Your pace is fine and should take you into good positions if you're consistent. Qualify times are very fast compared to actual race pace especially on this course because last turn is very critical but easy to get wrong. My PB is 1:16.8 flat and I don't try to drive that fast during the races, occasional 16.9's happen but only if I'm being pressured. Otherwise low to mid 17's in 2,5k SoF races will take you to podium.
For setup I'd still recommend 8 ARB and low front suspension, but changing tire pressures has big impact on car behavior. I wouldn't make setup too understeery because you need to "tame" the car and learn how to be smooth enough so it won't snap out. Eventually you'll find that it's not that difficult to drive and it might actually feel understeery in some places.
If you're using Rivatuner to set game profiles, try setting mip-map bias back to default but enable "clamp" option. I remember that helping quite a bit on my old 6800GS but it still didn't look quite as sharp as on other two machines with Ati cards (8500LE and x1950Pro).
If you're resizing it, group all pieces together first and resize that group, not individual pieces. That way everything should stay in place and in correct proportions. Scale it to fit one corner and copy it for a rear wheel, then select both and mirror them over to the otherside.
As I mentioned, no textures included but you can make quick materials within 3dsmax that should be good enough. Use phong with low specularity for rubber and blinn for other parts, for brake disk you don't want much reflectivity either unless you're going for "straight out of the box" look.
I use Maya so I cannot give exact values and material info which would work on 3dsmax.
Well, here's something for you to try if you want to, grabbed it from my current project. Didn't include textures because I'm not quite happy with the tire tread and might have to redo it, but there's not much texturing into this kind of stuff anyways so you should be just fine using basic materials. You might want to add some logo on the cap though, UV mapping should be in place.
Just open 3dsmax and Import this .obj file, just click ok in popup dialog. By default it's in one big group but use Element selection to pick the six-sided center nut and detach it into separate object (you don't want to smooth it). Then just apply Meshsmooth modifier on rest of the pieces.
Rendered with Maya Mental Ray
I kinda get the overcontrasted look as a styling trick, but interior and wheels look little weird. You might want to check your shadow settings and change them so that they blend in little better, behind the car you see a spot where two shadows stack and it's leaving hard edge right now.
Most likely you'll have to do it by yourself, it's pretty unlikely to find free high quality models of cars like that, but it's rather simple shape so it's not too hard to model. I would recommend starting with a box and modifying it into general shape, then going through shaping and cutting major body panels from it.
Pretty pointless to even think about getting 8Gb for gaming system. By the time you'll actually might get benefit from it, whole system is outdated and your old ram will most likely be incompatible with new equipment.
You can get good lighting setup rather quickly with just 3 lights. Mainlight for lighting the scene and creating shadows, fill light with very low intensity to lighten up those dark areas on opposite side of main light and finally one light coming from above to create some shiny highlights on top of the car.
Or you could create half-sphere and use HDRI map, then just use couple dim lights to create more shadow detail and adjust light balance.
Edit: Oops, not sure if Blender can do HDRI lighting...
It's just a matter of how much do you want to spend on your hobby. Sure, it's not cheap but for me it's simply the best all-around package and why should I go for something less that I won't enjoy as much. I just don't have the time and patience to search for LFS or rFactor leagues that could get me into some good racing while I can have that any time I want in iRacing while rating system makes sure that I'm racing against people of my level.
If price is your main criteria, it's not for you. Simple as that.
Well, with +2500 rating you have to expect to be racing with the fast guys. If you've spent alot of time racing against rookies in a Solstice and become really fast with it, your rating has gone up and it's obvious that you're in trouble once you get into first Skippy races with very little experience on the car.
Just as an example, I've been racing Skippy for 7 weeks now and I consider myself to be "decent" with it while my rating has settled to ~2700.
Edit: If you keep relying on one good race per week, you're hurting yourself in a long run. There's always something new to learn and eventually your luck will run out, putting you in a really bad position against guys who have been racing. Not to mention that every race is an oppoturnity to gain rating which in return allows you to get into high rated races for big points.
Why not just model the badge and apply simple shiny material? It doesn't need to be really high resolution since it's rather small object and that way you'll get good shadows and highlights on it without messing with bumpmaps or your original car geometry.
chavm481: That sentence just makes no sense whatsoever, but anyways...
Turbo gauges on standard cars are not really that common, they're kinda cheesy in those shopping carts. Also you shouldn't expect to hear loud turbo whine with blow-off valve going "PSSS!". I'm quite curious how the car will sound ingame because LFS soundsystem is little bit different compared to other sims which rely heavily on sound samples, going to be interesting to see how accurately it can simulate Scirocco's engine tone. Most of the cars we have right now are fictional so comparison is impossible.
Producing hydrogen requires more energy than it can release and after that you'll need to go through plenty of hoops before it ends up running your car.