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Sniiki
S2 licensed
another car got 3d lights..
Last edited by Sniiki, .
Sniiki
S2 licensed
/me throws a fly in Orion's mouth

tristancliffe:

Not any big secret

Made a copy of the object on which the drops will come, then gave that copy a water material. Then with vray's displacement mod made the drops, using bump map (made in photoshop). Remember to use "water level" setting in displacement.

beware, render times will be "quite" long...
Last edited by Sniiki, .
Sniiki
S2 licensed
It was a rainy race..

Sniiki
S2 licensed
Well check the physic laws IOR then you understand what i mean
Sniiki
S2 licensed
IOR isn't matter of the thickness.. glass material usually has ~1.5-1.6 IOR. and becouse all objects have two surfaces light travels through the AIR/GLASS and then again through GLASS/AIR surface so it's not becouse IOR either
(RAYs bend 2 times so bending is +/- 0)
And yes my object has thickness (~4mm) so it behaves like real glass. IOR is 1.6
Last edited by Sniiki, .
Sniiki
S2 licensed
changed the pics to 1024*768 res

XCNuse, hmm don't know why's that.. model is smooth..
Sniiki
S2 licensed
XFR got proper 3d front & tail lights..
Last edited by Sniiki, .
Sniiki
S2 licensed
ORION, haha
But fs we are not Conan O'Briens here

About selling models...

One big thing is materials, very detailed and clear model will look very crappy with crappy materials.
I don't know anything about selling models but I think that if you are a newbie, you should buy materials also.
It's very difficult to make realistic materials (well maybe not for everyone) ie. that rubber material in that wheel took me many hours to get sorted out.
Sniiki
S2 licensed
Ok here's the front render of the light (Inner parts, without the reflector glass).
It's quite bright so you might want to tweak the highlight levels in photoshop.

Don't know if it looks any better if put to texture instead of the original but you can try.
Please show the result if you do.
Sniiki
S2 licensed
oh, they are 3d, not texture
Sniiki
S2 licensed
You mean the windshiled material or the logo in it?
Sniiki
S2 licensed
TaiFonq, I started modeling about 1 and ½ years ago so it won't take that long to learn stuff.
If you are going to model a car, here's maybe the best tutorial out there to start with:
http://forums.cgsociety.org/showthread.php?t=156460
and the same in pdf format:
http://www.abbys.hu/Tutorial-B ... ing/boxmodeling_a_car.pdf

good luck!
Sniiki
S2 licensed
Hi Orion! why haven't you been online in ICQ recently?

Kryten: it sure looks like there would be a car in there, but there is not The reflections are from hdri and hdri contains no car in it
But you sure have eagles eyes
Sniiki
S2 licensed
Sorry it took so long to post this bigger version but here it is:
http://users.evtek.fi/~anttimak/lfsx/bbswheelbig.jpg

RAYfighter: Why so? and btw. i feel weird all the time
Sniiki
S2 licensed
RAYfighter, Thanks!

Sorry but I can't share it becouse it's made for one project
Sniiki
S2 licensed
Will do
Sniiki
S2 licensed
Hi Linsen!

I used Max 7 and Vray 1.47

Rim material is sort of chrome with lots of glossy.
Diffuse was gray and reflection color dark gray, glossy about 0.6
Sniiki
S2 licensed
Thanks guys!

XCNuse: It's not a bump map Tire treads are made with displacement, so it's 'modeled' not by hand though. Side texts are however made by bump map.
here's a closer pic (materials aren't right on this one) http://koti.mbnet.fi/clancdu/audirim3.jpg

Car took about that 3months to do since I'm doing this in my spare time and only for fun. Modeling was done last winter.
Don't know any really good tutorials to do headlights, but I've done them like this:
Modeled the glass part, added shell modifier (or solidify in older max versions) to give it some depth. Added bump/displacement map on inner side of the glass.
Then modeled the inner parts as detailed as I could. (used some displacements there too).

Tail light have the same idea, but are much more difficult to do imo, since you rarely get good reference pics for them to do the geometry right.
But again, pump/disp. map on innerside of the glass(some artists puts it on outer side, since it looks better like that when looked from farther off, but that's not realistic though). And model the inner parts. And then ofcourse it needs the colors. That can be done by blend/mix maps using masks or so.
Last edited by Sniiki, .
Sniiki
S2 licensed
Audi & bridge modelled in max.
More pics here: http://users.evtek.fi/~anttimak/portfolio.htm
Sniiki
S2 licensed
I have MS FF (USB) wheel and bought anotherone but without FF (USB also).
The non-FF version wheel had just a small circuit in it so I ripped it of and unplugged/cut unneccessary wires.
Then sawed the other pedals half and fitted the circuit simply there.

Only problems were with calibration, coz there's just one potentiometer left in other pedals I had to try manually center the pedal during the calibration to get the full clutch movement working in games.
Don't know if there's some programs that would make this easier(?)

two pics:
http://users.evtek.fi/~anttimak/lfs/pedals1.jpg
http://users.evtek.fi/~anttimak/lfs/pedals2.jpg
Last edited by Sniiki, .
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