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#1 |
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Join Date: Nov 2006
Posts: 38
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Hey guys, been a while, still doning cars but different type.
Group C, Toyota 1990. |
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#2 |
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Join Date: Jan 2008
Posts: 109
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Nice.
Have you done any open wheel cars ?? |
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#3 |
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Join Date: Jul 2005
Location: France
Posts: 737
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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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OL. |
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#4 |
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Join Date: Nov 2006
Posts: 38
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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 |
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#5 |
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Location: France
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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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#6 |
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Join Date: Jan 2008
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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?? |
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#7 |
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Join Date: Nov 2006
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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.
Steve |
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#8 |
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Join Date: Mar 2008
Location: USA
Posts: 227
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Amazing; simply amazing!!
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#9 |
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Join Date: Feb 2008
Location: Brighton, England
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ahhhhh i wish i could texture like that, it all seems really complicated to me, :-(
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MarshallARTS, Playtime for the professionals! http://www.turbosquid.com/Search/Ind...lAuthorExact/y |
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#10 |
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Join Date: Nov 2006
Posts: 38
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And yes ... and another car, Nissan 90CK, I have found a little routine to fix up the seams i have been getting. Don't know why ... but seems to help ..... once I figure out why i will put a note up FYI.
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