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Post by Bunta on Jul 18, 2005 5:11:18 GMT -5
Rendering of LFS cars and skins has gained popularity over the last year, in fact since the original CMX viewer was released.
Here at Master Skinnerz we like to see people learn how to do things for themselves so we have created this board to cater to and for all members who are curious about rendering in 3D or just want to show off their render work.
Members please note that if you are new to 3D modelling and rendering that you may be better off just reading and watching rather than asking every question on your mind. Rendering requires 3D software which is usually quite expensive. If you aren't at all serious about 3D then such software may be a waste of money for you. Software like 3D Studio Max or Maya feature very compex tools and interfaces and can take time to master.
Those who have experience please feel free to help other members if you can.
For those seeking help please show respect to those who give their time and knowledge freely to our community so that we can all improve our skills and participation.
*If posting images on this board please limit your images to a size no larger than 800 x 600 pixels.
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Post by Bunta on Jul 27, 2005 18:38:45 GMT -5
A special thanks to Grudd, Linsen, ThunderX86 and Ian.H. for helping the community to understand the rendering process for LFS skins using 3DS MAX. Other members have made contributions too and it all helps. Seeing members helping each other like this is very rewarding. We are happy we can provide a place for the community to share and enjoy these kinds of things.
I'm really glad to see this level of cooperation and support for each other. Keep it up guys.
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Post by Ian.H on Jul 27, 2005 22:22:37 GMT -5
No probs sir.. has (and still is) fun doing things and helping others with it too and we're seeing some class renders appear and I'm sure as people start to experiment further, we'll see more of a variation in renders too A real big thanks also goes to Bluespoon (although not a member here I don't think.. but on RSC) for writing the CMX importer. I started with the converter originally in S1 but that was short lived as no smoothing groups or material IDs were included, so other than the actual modeling, the rest was down to you, including cropping and rotating things like the interior textures to fit the polys, after you'd selecting them manually, one by one and assgned them a material ID.. so Bluespoon has made this entire process for us a hell of a lot easier.. difference between perhaps 2-3 days worth of work, to an hours work (if I work quickly lol) Regards, Ian
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Linsen
Grand Master
Posts: 190
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Post by Linsen on Jul 28, 2005 9:34:22 GMT -5
A real big thanks also goes to Bluespoon (although not a member here I don't think.. but on RSC) for writing the CMX importer. (...) the rest was down to you, including cropping and rotating things like the interior textures to fit the polys, after you'd selecting them manually, one by one and assgned them a material ID.. so Bluespoon has made this entire process for us a hell of a lot easier.. difference between perhaps 2-3 days worth of work, to an hours work (if I work quickly lol) I actually did that on my first S2 scenes - before I found out about the cmx-importer . It was apita - on some skins I was actually running out of slots in the material editor - which was of course before I found out about sub object materials. But at least I learned a little about 3dsmax . So, yeah, I second that: thx Bluespoon! And thx Bunta for those nice words . I only wish I really knew sth about 3d-modelling, rendering textures and stuff... But it's really great to see, how this nice little community is "growing together" (is that a valid english expression?).
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