hmm following your tutorial there on rendering and i get lost at the bit where you state to assign a DGS material... im failing to understand what this is?
dsg_material is a mental ray material. You have to make sure you have mental ray enabled and then under node, there should be a arrow pointing down, click it and select mental ray node and then it should be in materials. also at the top of your hypershade under create new material, it should be in the mental ray section
ok having taken your comments into account and recieveing more criticism on the mental ray than the actual car i have re-worked the car a fair bit and also done another tutorial my tutor posted about mental ray, it hasent turned out how expected but looks alot better. Ive also done a textured version as well which is W.I.P still but looking alot better.
sorry to say but this car is not accurate at all there are a lot of errors i highlighted some of the errors and i suggest you look at more ref of the murcielago and pay attention to the blueprints
thanks for pointing those out younglin, been a big help, looking alot better now, im not going for downright accuracy really, just going for a basic model, its very low polly imo for a car. Just wanted to have a ice pieve of modelling down for my interview for my 3rd year interview for my animation course. I could spend hours and hours improving it and making it alot smoother/more pollys but i have other projects to do and i have to kinda stop at some point. Would be nice to make it down to the exact detail though
its finished or at least untill i find a tutorial on how to give the paint that shiny look/effect, there are so many ways im told buts its finding an effective on thats not too hard. First car model ever and easily the most challenging thing ive ever done, perhaps i didnt choose an easy car.etc but ive given it a fair shit i feel, i realise theres alot i could do to it if i had the time and the accuracy isnt precise. I may decide to model another car given the chance in the near future
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