17th March 2008, 09:54 AM | #1 |
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Still cars but different
Hey guys, been a while, still doning cars but different type.
Group C, Toyota 1990. |
17th March 2008, 10:38 AM | #2 |
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Re: Still cars but different
Nice.
Have you done any open wheel cars ?? |
17th March 2008, 11:11 AM | #3 |
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Re: Still cars but different
Your UV mapping and texture map seem to be really well done.
What kind of trouble do you have with your seams ? I don't see much of a problem by looking at the wireframe (?).
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17th March 2008, 12:59 PM | #4 |
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Re: Still cars but different
It may be an artifact of my construction scenario ..
I model and map the car in AC3D, versions in native AC3D Export it to 3ds studio, import 3ds to zMod, export from zMod to VRL format, which is used in the gaming engine. (you don't even want to know how i get the transparent windows in the game). I read somewhere that VRL is just a renamed wrl file .... mmmm maybe my export scenario is wrong. I will have to experiment. As you can see in the attached picture .... looks good in AC3D, this is directly reverse engineered from the final VRL file through zMod into 3ds format. So I figures its a translation issue with normals associated with the surface. BTW, never done open wheelers, kinda of a roof guy ... sportscars my thing. FYI, started a blog, (who hasn't), but serves the purpose of informing the game guys about releases as well as generate some interest in the modelling side. i have got some good advice so far so it has been worth it. http://scgtprojects.blogspot.com/ Steve |
17th March 2008, 01:45 PM | #5 |
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Re: Still cars but different
That's odd indeed.
Since your model is triangulated you're free of non planar surfaces and other things like that. It's probably a normal problem as you said which I'm not a specialist of. What I would do in AC3D (just in case) before exporting to 3DS : - Object/optimize vertices - Object/optimize surfaces - Edit/select surfaces/invalid poly/with bad triangulation And why not, in Zmod, delete the surfaces which seem to cause the problem (one surface at a time / delete / rebuilt the surface) - That should not have an impact on your UV mapping ... and see if all that helps.
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20th March 2008, 01:20 PM | #6 |
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Re: Still cars but different
Waterford,
I have one question, how are you making the lower poly distant models (for the game cars that run in the distance)?? Are you making these distant low poly models all over again from scratch?? Did you finish the 1966 McLaren?? |
20th March 2008, 03:47 PM | #7 |
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Re: Still cars but different
Yup Mclarens finished and posted to the SCGT community. The models for the long distance model, I kind of assuming you were reading the blog, are completely new model with a separte BMP map. Only takes an hour to build and map as get more used to them.
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24th March 2008, 02:16 PM | #8 |
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Re: Still cars but different
Next car I am working on, the Mercedes Benz, C-11. A very slick car indeed. I have attached a preview with a bit of a summary of how I map things. It may help someone or someone may say , "hey there is a better way". Learning is a process, the deeper I get into this tool the more features I find.
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28th March 2008, 05:10 PM | #9 |
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Re: Still cars but different - Mercedes
A follow up, previous post explains how I map textures, started to paint the model and thi sis the progress. Got to get my head around colours ... how do you make silver and how do you keep it consistent in different software packages. I am going to try to muddle my way through some of the rendering tools around.
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28th March 2008, 07:05 PM | #10 |
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Re: Still cars but different
Waterford, this may be obvious for you, but just in case, have you tried setting all of the model to 1 sided polygons? It looks to me like the dark panel is being caused by a flipped normal, and if you set the polies to one sided, you'll be able to see if its facing the right direction or not.
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