Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 13 11:02 am)
there are no textures used here. its all procedural. I think what you are referring to is the compression artifacts caused by having a low quality on the jpg
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Those bumps and groves are from him compressing his jpg image.
One more question how would you gpo about doing a uv map on four tires without effecting the body of the car? can you just map four tires in uv mapper on the mesh without touching the uv mapping of the cars body?
I do know each wheel would need a box uv edit to have 6 sides of a cube as uv zones in which you would only use 5 of 6 uv zones because you wont need to see the other side of the tire. But how can you do this in uv mapper without deconstructing the mesh?
Message edited on: 01/31/2006 01:47
well, these cars that I am using are actually split into many MANY seperate objects. when imported into poser, poser of course does not split up the obj file into the seperate objects, but as far as uvmapping is concerned, you could load the tyre in by itself. as it happens these cars already have the tyres mapped the way you want them. theres the white-wall section, and the tyre tread section.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
another things that truly sucks about poser is the "holes" ray-trace elements get in them. if you look at the reflections on the car body, you will notice some small spots that have no reflection on them. I have not, thus far worked out a way to get around this. On the Murcielego at the top, changing the creasing angle fixed it, but not on this car :( EDIT : Tukan-Tiki I think it would be easier to create an image in photoshop to do the bump mapping, as the image you have supplied is not suitable for proper bump mapping, becuase it is a lit object, and not an elevation map of the object. also, for tyre tread, using displacement would yield much better results, but the displacement map would have to be very clean.
Message edited on: 01/31/2006 02:37
TemplarGFX
3D Hobbyist since 1996
I use poser native units
TemplarGFX
3D Hobbyist since 1996
I use poser native units
TemplarGFX
3D Hobbyist since 1996
I use poser native units
TemplarGFX
3D Hobbyist since 1996
I use poser native units
things that still need tweaking :
All of the MATH nodes to do with the reflection amount need tweaking to give good results over a broad spectrum of paint colors.
Math node in relation to basic paint color dark area needs tweaking.
reflection base amount.
I will keep posting updates as I go, feel free to copy this and do your own work on, just post your results! EDIT : If your wondering why this is a little blury, I have just recently re-installed windows, and I dont have any jpg editing applications, so I screen capped this, brought it into mspaint, cut out just the material, then used it as a background in an empty scene in poser, and rendered that scene LOL
Message edited on: 01/31/2006 06:42
TemplarGFX
3D Hobbyist since 1996
I use poser native units
You should add a 100% white ambient sphere above the plane, out of picture (about 2xplane size) to give it a nice reflection. or use a skydome to get sky reflections
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Hey, templargfx, how am I supposed to get any sleep when people like you keep giving me new toys to play with? I'm trying a "blend" node in place of the "simple_color" and feeding the "simple_color" to one input, and a "spots" node to the other in seach of a metal-flake effect now...with limited success so far, but it WILL work :) Dammit, I pulled an all-nighter coding PHP last night, I don't need this. ~lmao~
The liver is evil - It must be punished.
The reason I ended the color on a simple color node is for one reason : A simple color nodes is really another diffuse slot. you can plug anything into the simple color node, such as a blend node, and make a whole new material off it. just set it to white first. Ill do up a flake effect when I get back (going to the shop) and we can compare results! Angelouscuitry : yes I did, I am going to zip it up and upload it to my server, its less than a meg (very simple scene) and post the link here when I get back!
TemplarGFX
3D Hobbyist since 1996
I use poser native units
TemplarGFX
3D Hobbyist since 1996
I use poser native units
well,The truck, and is lowboy trailer come from DMI Car Models (along with many MANY of the cars in my collection)
http://dmi.chez-alice.fr/models1b.html
The Lamborghini is also from there, but this particular one is extremely high detailed, and links to another site from DMI, same with the Mclaren, you can grab those straight from this site :
http://www.nmt.ne.jp/~artmagic/models/free_models.htm EDIT : Oh, there in Lightwave 6 format, this could be a problem for people out there without a model converter such as POLYTRANS by Okino (its what I use) If you DESPERATE for one of these models, I will convert it for you, but dont flood me with requests LOL
Message edited on: 01/31/2006 22:02
TemplarGFX
3D Hobbyist since 1996
I use poser native units
Its a purchase program, can convert about 100 formats to 100 formats. has fantastic polygon process functions, such as polygon reduction, triangle->guad (coplanar) quad-triangle. object split by material etc.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
TemplarGFX
3D Hobbyist since 1996
I use poser native units
What is wrong with the above image?
TemplarGFX
3D Hobbyist since 1996
I use poser native units
LOL, other than that! With regards to the WAY the car rendered, with particular attention to the material I created and used on the body can you see it? the MAJOR flaw, the HUGE stuff up
TemplarGFX
3D Hobbyist since 1996
I use poser native units
The Interior of the car is a bit fubar... can see the background through it. Plus the spoiler is also fubar... eesh. Unless that was done on purpose? :) Never know with us 3D nuts. Also, the Air Duct on the roof of the car is rather screwy too. Almost no definition, looks like a pimple in a way. Anyways, do you have the Murcilago's material zones edited from the stock model? If so, could ya post em in freestuff? This would help me out majorly... Seeing as the peep that modeled the car didn't bother to make a logical naming system for his model. Thanks again!
plug the skydome image into the ambient color, and ramp the ambient amount to 100%. put the diffuse amount to 0%. if your still having reflection issues, plug the skydome image into the diffuse color also, and slowly raise the diffuse amount up.
TemplarGFX
3D Hobbyist since 1996
I use poser native units
The bumper bar answer was very close. more importantly, its the COLOR of the bumper bar. if you look over the car, all the white areas actaully have a highlight that is DARKER than the white LOL
TemplarGFX
3D Hobbyist since 1996
I use poser native units
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TemplarGFX
3D Hobbyist since 1996
I use poser native units
167 Car Materials for Poser