Yes, mesh is not welded, but you can add UVs with UVW unwrap with 3d max, i try doing it with 2012 max, it impossible with that new UV editor i use max 2010, it works perfect, after UV'ing you can import car to mudbox or z-brush or other similar program with paint capabilities and paint textures without any seams. Good luck everyone
Here's example of Multichannel UVmapping ->1<- ->2<-
Tutorial #2 explains that you'd need texporter. Unfortunately Max 2012 doesn't come with it since the new UVEditor includes texporter inside. So what you can do is create multichannel uvs i.e side channel 1, top channel 2, front channel 3 and so on... Then add UVUnwrap above it... render it based on each chanels.....
If this is too much, there are alternatives ->3<-
You can use other 3rd party UV tools but, I also hear it creates more diaster when exporting it out, something like disabling smooth surface.
is really that hard process in MAX? =S that's the first time i say "i'm happy to work in maya!" =P one botton to that job for me...i only have to place it into the uvs layout and some minor fixes....
There's nothing better than staring at a product you modeled on a screen getting into production and coming to reality.
For those who really don't like UVing i know another solution. Its quit dirty but fast: clear all UVs in your 3d program (UVW remove in 3d max) or just export without UVs to OBJ, import to Mudbox, click on paint brush, it will ask you to create automatic UVs. Drawback- its very hard to edit texture in Photoshop, you be able to paint it just in 3d viewport. I tried this method but i decided do my UVs in 3d max 2010, it isn't very easy and fast, but its possible. I still need few parts UVing, but probably tomorrow i will post my entire viper with UVs
The image is to big as png and it's converted to jpg and resize , that loose quality and size , I've added the image as atachement as png and it got converted and olso uploaded it to the imageshack as png
My image has 3.38 Mb limit, is 3 Mb, for the required 1920x1280
I have another doubts
-can I show the logos of Razer, Evga, and MOI?
-If I could, I don't have the font of MOI (Moment of Inspiration), I tried searching in the web but I just found a logo, so if you could upload that would be nice
Regards, saludos
Qualt
Originally Posted by Qualt
@Briex: Yes, but I was refering to the logo's font. Maybe I expresed myself wrong. I don't want the font format. Just the image like this one of Evga HERE . To respect the logo appearence.
Step 03 The rendered scene (Studio or Outdoor) must includeCG Cars branding, using only the provided logo files.Placement and amount of the logos is entirely up to you - wheels, tire branding, vinyls, etc. Also, the vehicle and scene should be properly detailed with materials / textures. The final result should looks like a commercial shot. You have to post Wires of your modeled rims and tires in your WIP Thread. Wires will not be accepted in the final submission.
Check out one in red bold... I think that's answer your questions... I don't think CGCars provided/included Razer, EVGA, or MOI. Brands along in files, so which means you probably cannot use it as final submission. Unless Elements or Nallen bends that rule? Who knows.
Yes guys, is allowed to insert sponsor logos? as what reported equinox could be misunderstood, as it's related only to cg cars logo, so we can't create a new one for cg cars or is that in general? No other logos at all?
There's nothing better than staring at a product you modeled on a screen getting into production and coming to reality.
One more question: Can i use some random logos on car paint? I want to add random logos so my paint will look cooler (I already added CG-CARS logo ) Close up should fit all car or just part of the car?