Search found 169 matches
- 06 Oct 2011, 20:05
- Forum: Finished Work
- Topic: My LFS portfolio site
- Replies: 6
- Views: 2000
Re: My LFS portfolio site
True. The majority of the livery textures, or skins as we call them, are created clean. People seem to prefer this and it's possibly also affected by the fact that the game doesn't support any spec or reflection maps, meaning the dirt with reflect just as much as the cleaner part. I once planned to ...
- 06 Oct 2011, 19:52
- Forum: WIP
- Topic: Mustang 69 GT
- Replies: 15
- Views: 3888
Re: Mustang 69 GT
Oh wow - I first saw it when I was at work (no, I wasn't slacking, I promise :P ) and we have some crap monitors there, but I seem to keep forgetting just how severe the gamma shift (or whatever) on them is. The side was much brighter and the "noise" on the tires was really popping out. Lo...
- 06 Oct 2011, 09:39
- Forum: WIP
- Topic: Mustang 69 GT
- Replies: 15
- Views: 3888
Re: Mustang 69 GT
Nice ride, one of my favorites. Setups looks great to start with. Tyre rubber is off though. Looks too hard and there's a lot grain/noise. I think you should stay away from fancy (metallic paint) stuff and instead keep the car original. It's easy to get some horrible and tasteless.. like this: http:...
- 05 Oct 2011, 19:09
- Forum: Finished Work
- Topic: Transatlantic tunnel
- Replies: 6
- Views: 1605
Re: Transatlantic tunnel
Awesome work. I'm loving it. That steam looks amazing
As for criticism: How about some fog/haze/smoke in the background? Looks a bit too "clean". It might help to fill in some more mood.
As for criticism: How about some fog/haze/smoke in the background? Looks a bit too "clean". It might help to fill in some more mood.
- 05 Oct 2011, 13:23
- Forum: Finished Work
- Topic: My LFS portfolio site
- Replies: 6
- Views: 2000
Re: My LFS portfolio site
Nice! Do you have any screenshots of how they look in-game? ;) Yeah, sure. Well, had to google them first :) BF1 - Screenie 01 - Screenie 02 FXR - Screenie RAC - Screenie 01 - Screenie 02 FZR - Screenie 01 - Screenie 02 Also did this as a YouTube HD quality test: http://www.youtube.com/watch?v=Q7TA...
- 05 Oct 2011, 11:57
- Forum: Finished Work
- Topic: My LFS portfolio site
- Replies: 6
- Views: 2000
Re: My LFS portfolio site
Thank you for your comment, fabilabo. Much appretiated.
- 04 Oct 2011, 21:09
- Forum: Finished Work
- Topic: My LFS portfolio site
- Replies: 6
- Views: 2000
My LFS portfolio site
I've been doing Live For Speed (a racing simulator) renders for some years and have now collected them all in an online portfolio. There are few others too, but 99% are LFS related. I did some on my own and some on request since the game allows users to create custom car livery, and many people and ...
- 18 Sep 2011, 20:10
- Forum: Open Discussion
- Topic: Clients and revisions - don't you love them?
- Replies: 5
- Views: 1030
Re: Clients and revisions - don't you love them?
Can be annoying, indeed - if the changes differ too much then I let my clients know about it, and expect new fee negotiations. If it happens in the middle of a project, then it's going to cost them on top of what was agreed upon, but it's something the client again and again needs to be reminded abo...
- 12 Sep 2011, 21:11
- Forum: Scripts
- Topic: Material based mesh renaming
- Replies: 2
- Views: 1955
Re: Material based mesh renaming
Awesome. Thanks a bunch for this, it worked like a charm and super fast on the 139 objects I just tried it on, all from different models/hierarchy levels.
Thanks
Thanks
- 12 Sep 2011, 18:02
- Forum: Scripts
- Topic: Material based mesh renaming
- Replies: 2
- Views: 1955
Material based mesh renaming
I'd like to name my meshes based on their applied material names. Is there any script available to do such a thing or could some scripting wizard be kind enough to create such a script?
Thanks,
Thanks,
- 12 Sep 2011, 10:36
- Forum: Rendering
- Topic: Glass on neon, trying to achieve something similar.
- Replies: 2
- Views: 1120
Re: Glass on neon, trying to achieve something similar.
Does the glass have some thickness to it? You might want to make sure it does if you plan on rendering with refraction. You could try to create the neon part using the Incidence shader. Plug it to transparency port, to achieve the soft edge.
- 11 Sep 2011, 10:51
- Forum: Modeling
- Topic: Scene Creation
- Replies: 4
- Views: 1111
Re: Scene Creation
You should watch modeling related videos - here's few you can start with:
http://www.youtube.com/watch?v=vnj203Q5Mi4
http://www.youtube.com/watch?v=Oz1hpyB4yok
http://www.youtube.com/watch?v=CLu7u5w5EME - Curves. Could be useful if you want the tracks to bend.
http://www.youtube.com/watch?v=vnj203Q5Mi4
http://www.youtube.com/watch?v=Oz1hpyB4yok
http://www.youtube.com/watch?v=CLu7u5w5EME - Curves. Could be useful if you want the tracks to bend.
- 04 Sep 2011, 18:21
- Forum: Modeling
- Topic: Selecting hard edges?
- Replies: 4
- Views: 1063
Re: Selecting hard edges?
On the right where you see the arrow icon, object, point etc buttons. There is a tiny button below with a triangle in it. Click it and select your filter.
- 29 Aug 2011, 13:47
- Forum: Rendering
- Topic: Issue: Dark wall in reflection
- Replies: 4
- Views: 1315
Re: Issue: Dark wall in reflection
The FG ray depth isn't the issue here but It seems like FG does only look at the complexity of the mesh with the reflective property - or so I read. I used the extra cameras to do FG only, as mention previously, and then read the appended solution in my actual render pass. I also used Unified Sampli...
- 27 Aug 2011, 15:39
- Forum: Rendering
- Topic: Issue: Dark wall in reflection
- Replies: 4
- Views: 1315
Re: Issue: Dark wall in reflection
Adding multiple cameras for FG only calculations did the trick, and even though I have multiple cameras, four in fact, the combined average is 1½min per frame for FG calculations, and the solution is rock steady. The entire frame takes 7½mins to render on my i7 920 with motion blur enabled and some ...
- 25 Aug 2011, 23:43
- Forum: Rendering
- Topic: Issue: Dark wall in reflection
- Replies: 4
- Views: 1315
Re: Issue: Dark wall in reflection
Just noticed (on an accident) that the reflection looks fine (regarding brightness) with GI only, but is darkened a lot once FG is enabled (with or without GI). That gave me some keywords to feed to Google and this is one of the better threads I found about it : http://forum.mentalimages.com/showthr...