The online racing simulator
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samyip
S2 licensed
Quote from Feme :Here is my new render .. still WIP . I must play with that neons gimme few days mickyc again thx for scene

Did you use light instead of self illuminated object for the neon?
It looks like the light went through inside of the car, because it lit the interior green.
samyip
S2 licensed
Quote from LineR32 :Does anyone know how to change the tyre texture in side 3ds max

What do you mean by changing texture? Create a new tyre texture to replace or use the existing LFS texture but select the other tyre threads in that map?
samyip
S2 licensed
Quote from Loko VEN :Non LFS too... (made my by) (not the cars...)

Coments plz.

Missing shadows.
No reflection on windows?
Tile floor on the 1st image gone funny. Not joint up probably
samyip
S2 licensed
Quote from ZORER :feat- what is awesome?? it's so dark i can't see anything other than the decals which are drifta' style.

You may need to adjust your monitor gamma. I can see more than decals although the image is slightly dark.

Use Adobe Gamma utility to adjust your screen's gamma if you have Photoshop installed.
samyip
S2 licensed
You can download 'Poser' or 'Daz studio'
The women look like from one of those poser figure. You can adjust her pose in one of those programme (they were made for that) Once you are happy with the pose, then export them to OBJ format (include textures maps). Which you can then import to 3Ds max. Simple!
But if you want to adjust them inside 3ds max, you will need to apply modifier like 'biped' and 'Physique' to allow a bone structure created for the figure, then you can bend the arms and legs as you want. However, that require more advanced skill to do. Where as 'Poser' is already made for that.
You probably can download some figures that are already 'biped' rigged for use inside 3ds max
Last edited by samyip, .
samyip
S2 licensed
Quote from tikshow :try skylight with hdri

If your room has no roof, then Skylight will give you some effects, but Skylight has no effect inside a closed room. It only work well in outdoor scene.
samyip
S2 licensed
Quote from Boekanier01 :Wow very nice lights
i no what you mean but that is the problem,
if you take a different angle with the camera ?
do you change the lights?
which light you use?

I don't need to change the light when changing camera angle because the lights are all set up.
I used omni and spot lights in the scene with G.I.
samyip
S2 licensed
Here are some examples of my work which show what I meant by do not fill too much light in the room, especially when you have use softlightings in the room, they should not be so bright.
samyip
S2 licensed
Quote from LeifOlav :After opned the "hood" and set open, I just see through the hood if im not watching it "infront". How do I make it to see it from behind to?

If you apply a 'shell' modifier on the hood, you will make this object to have depth, which will make it a solid object and you will see/render it both sides without force every object to render 2 sided.
samyip
S2 licensed
Too much light!
If you are using Global Illumination, you don't need too bright light source.
It looks like you had quite a few Omni lights there, they could fill the whole space with light. When use Omni lights, use the fall off strength, so the light will get weaker to 0 intensity in a distance which will not flood fill the whole room with light.

To set up lights, it is better to remove all your lights in the scene, then put one or 2 basic lights to start, then build it up slowly. Controlling one or two light at a time is easier.
samyip
S2 licensed
The Monitor seems to be stretched. Was it a 4:3 before?
The Dell logo and buttons are distorted. may be you could deselect the Dell logo and buttons before you stretch it to a 16:9 screen.
samyip
S2 licensed
overall lighting made the render look too flat (almost like a flat cartoon)
I think you need to look at your light set up. It is too evenly lit at the moment.
One thing you can do is render a seperate Ambient Occlusison pass, and then multiply on top of your existing image in Photoshop. That could help bring some G.I. shading/details back to your renders.
samyip
S2 licensed
He said Indigo...
samyip
S2 licensed
The scale/size of the object is important when using cloth modifier. It would all messed up otherwise.
This is an old test I did before using Garment maker and cloth modifier (not with cars thou...).
samyip
S2 licensed
Yes you still can open the file without Brazil. It is just that you can't render properly without Brazil materials. What you need to do is replace all the Brazil Materials with the standard or Mental Ray materials. And render with either DSR or Mental Ray renderer instead of Brazil.
It only takes about an hour to convert all materials and lightings if you are experienced user in Max.
samyip
S2 licensed
2 ways to do this simple task.

1: Right click on the top left corner of your chosen viewport, then in the drop down menu, click 'wireframe'

2: Read the Help file in Max
samyip
S2 licensed
Why not do it in Mental Ray? So no third party renderer is needed.
samyip
S2 licensed
Quote from wygiuxx :where i can find to download the mental ray?

Why download when you already got it in 3ds max?
samyip
S2 licensed
Quote from [UKR] Race King :Hey how can i put this thing into a scene:

use import for .3ds file. but you will have to create/assign the material manually using the texture map you had.
samyip
S2 licensed
Quote from Bogey Jammer :Unfortunately it tooks 13H30 to render this, something sounding unacceptable... It's mainly due to the rims material and high quality ambient occlusion. I think I'll give up glossy material because it's not reflected on the floor anyway...
If you have suggestions to make the scene look more realistic, feel free. Otherwise I'll try to resolve the last problems and release the kit.

I am sorry to say that the image doesn't look as good for 13hrs. I probably can do a same looking render in less than 10 mins in Max. I know they are 2 different softwares, but the point is you may have set some setting very high but unneccesary for a simple scene like that. All the time that it used for processing details that you don't see...
Ambient Occlusion is commonly used for faking Global Illuminations, so If you use high quality AO, you can turn off G.I. Or if you use high quality G.I. you can turn off AO.
For the rim's material, because there aren't alot to reflect in the scene, you may be able to reduce the trace depth to 2 (for example, a mirror reflection inside of another mirror reflection only show 2 times only) which can reduce the processing time. This is something I can adjust in Max, Blender may have that setting too.
The mirror floor is not my favourite, but this is only my taste. I would reduce the reflectiveness or may be apply a fall off strength to the reflection, so the reflection fades off. Also apply some fine noise bumps to make the floor less 'perfectly smooth'
samyip
S2 licensed
There is nothing wrong with the file. (see first attached image) I think you have miss linked the opacity texture map (TIREBACK.TGA) If Max file can't locate this map, the disc will become transparent (see attached image)
Go to the opacity map slot and click on the bitmap slot and relink the file.
One way you can do is copy all the texture map files and drop them to the same folder as the max file.
samyip
S2 licensed
Quote from [UKR] Race King :http://www.aironeracing.com/ i got it from here

There is no problems with the files from that website, the disc renders OK. It may be you have done something while merging to the scene.... That is why I ask you to upload YOUR file here
samyip
S2 licensed
In this case, it could be the disc's material.
Make sure the opacity of the disc material is 100% and the alpha map for opacity map slot is ticked.
May be you can upload the max file. (Just the file, no need to upload any maps) I will take a look
samyip
S2 licensed
what is the Disc's object properties? renderable?
samyip
S2 licensed
Go to 'Object Properties' and make sure 'renderable' and 'visible to camera' is checked.
Another area to check is go to the render panel and choose 'force 2 sided'
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