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  1. #16
    CG Cars Junior Member
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    Join Date: Jul 2006
    Posts: 68
    Images: 10
    ok, no probs. I will start a new thread and do some screenies. and un unplaod file!
    http://www.vanilla-box.co.uk - Personal Site
    TD


  2. #17
    CG Cars Junior Member
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    Join Date: Sep 2005
    Posts: 195
    I used this technique to check out the paint and graphics to be applied to my friend's Cascar racer before comitting it to the actual car. He went with the flames
    Attached Images


  3. #18
    CG Cars Junior Member
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    Join Date: Jan 2006
    Posts: 50
    hi im new to texturing and i need some help. the texture/sign wont show up in my renders. it can be seen in the viewport though (when i load in the UVWs under the Parameters dialog). im using brazil.

    check out the picture for better understanding.

    Click here to enlarge


  4. #19
    CG Cars Junior Member
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    Join Date: Oct 2006
    Posts: 41
    Why did you take a screenshot of the application?

    There is an easier way.

    Press 0 on the keyboard and bring up the "Bake To Texture Function".

    It will give you exact placement of everything.

    And to get just wireframes, apply a wireframe material to the mesh.

    But make sure you bring the "Self-Illumination" all the way up, or else "Bake To Texture" will include shadows cast by the default or scene lights.

    And make sure you select a place to save it to, as if you were rendering an animation. There is a button to save it as a still image file.

    I do it all the time, and it is more precise.

    -Payton.


  5. #20
    CG Cars Junior Member
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    Posts: 50
    i took a screenshot so u can see how the texture can be seen in the viewport and in the material (editor), but it wont render out.

    sorry i dont see how your way of doing it is easier, plus i cant render it (do this) with brazil.


  6. #21
    CG Cars Junior Member
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    Join Date: Oct 2006
    Posts: 41
    Bake to texture creates an exact bitmap of the box you just put the wire in.

    I will get an example.

    -Payton

    This is just a bunch of images. I will put these together later and explain everything. And it is not that hard, and is much easier, especially when you have an object arbitrarily placed some space away from the edges of the map.

    I have to be somewhere right now though. I will explain all later.

    Bah .ZIP is too big. I will fix it later.

    It easier and yields more accurate maps.


  7. #22
    CG Cars Junior Member
    Rhinoceros Autodesk 3D Studio Max Chaosgroup V-Ray
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    Join Date: Sep 2006
    Posts: 69
    great tut for sure Click here to enlarge
    but when i import meshes from Rhino i got problems with STLcheck and i cannot unwrap the surfaces Click here to enlarge ...


  8. #23
    CG Cars Junior Member
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    Join Date: Sep 2007
    Posts: 31
    Very good Tutorial. I learned something new today. Thank You!! Now i can Custom paint my Hot Rod Click here to enlarge


  9. #24
    CG Cars Junior Member
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    Join Date: Oct 2007
    Posts: 3
    First of all, I just wanted to say hello - First post in this forum. Secondly, awesome tutorial TTL3D. However I am having a few probs:

    I'm in the process of modeling a wheel from my car and I want to add the 'Concept Five' logo.
    Click here to enlarge

    I started by slecting the spokes from the wheel
    Click here to enlarge

    Then added the turbosmooth but the 'UnwrapUVW' rollout would not appear until after I added a second turbosmooth. So I thought, ok well lets see how it goes....
    Click here to enlarge

    I selected face, then hit Planar etc, and got this:

    Click here to enlarge

    I realise I've gone badly wrong somewhere, I'm guessing I need to adapt what TTL3D has done to what I'm working on as they are not viewed from the same angle etc. I still don't understand why the uvw unwrap rollout only appears after 2 turbosmooth's. I'm just not quite sure where I'm going wrong.

    Id really like to hear from anyone who might be able to tell me where I'm failing here.


  10. #25
    CG Cars Junior Member
    Autodesk 3D Studio Max Chaosgroup V-Ray
    Status : Offline
    Join Date: Dec 2009
    Location: UK
    Posts: 93
    What I am interested to know is... Why Multi Sub Object is necessary? And no mention on the Blend, had to look at the screenshots.

    Worked though! Albeit needs a lot of tinkering.
    Volkswagen Lupo 1.4E ATS Classics Owner


  11. #26
    CG Cars Junior Member
    Autodesk 3D Studio Max Autodesk Maya Mental Ray
    Status : Offline
    Join Date: Jan 2010
    Posts: 245
    Images: 13
    Some images are missing, hope someone updates this.


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