I've been very tempted lately to model my own car. I don't think it's that hard to take some pictures and build my car off of that. And since I actually OWN the car, I can take really nice reference shots, and if I really wanted to, get some good dimensions.
I plan on making a dashboard too, anyone think that's going too far or is that ok?
As far as sounds are concerned, anyone want to tell me some good RPM ranges so I can record some proper sounds?
1/16/11 -
Be sure to check out Page 6 for details regarding the new version! The old version has been scrapped in favor of a much more detailed version.
[WIP] 1990 Ford Escort LX [NEW VERSION - PAGE 6]
My car!
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[WIP] 1990 Ford Escort LX [NEW VERSION - PAGE 6]
Last edited by CarLuver69 on Sun Jan 16, 2011 11:47 pm, edited 4 times in total.
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Is there a limit as to how many textures you can have? I want this to be as high quality as possible...
EDIT:
Here's some progress so far:
Even more progress:
Moving right along:
Definitely starting to shape up:
Wow, this is going awesome!
On a roll here!
Here's my last update picture for a while:
It's getting there!
The back is JUST about done:
Testing out textures:
Am I on a roll??
Also, if Franch wants to move this topic to the projects forum, that'd be great!
EDIT:
Here's some progress so far:
Even more progress:
Moving right along:
Definitely starting to shape up:
Wow, this is going awesome!
On a roll here!
Here's my last update picture for a while:
It's getting there!
The back is JUST about done:
Testing out textures:
Am I on a roll??
Also, if Franch wants to move this topic to the projects forum, that'd be great!
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Re: [WIP] 1990 Ford Escort LX
Very good modeling work so far and nice textures quality. Post some wireframe image next time.
Topic moved here as asked, if you posted some progress and this is really going to be a projec for MM2 I had to do it sooner or later.
It's ok give a try to make a dashboard, and then it's your car and you can take all the photos ot it that you want.I plan on making a dashboard too, anyone think that's going too far or is that ok?
Most of the times are used 4 engine RPM sounds, one for the idle RPM sound, one for low RPM (2500 should be right), one for the medium RPM (5000 should be right) and one for the high RPM (the maximum RPM of the engine). The RPM numbers depend by the car engine, of course.As far as sounds are concerned, anyone want to tell me some good RPM ranges so I can record some proper sounds?
There isn't a textures file limit to use, but is better don't exceed in this, keep a number of 10-15 textures. Make textures of 512x512 for the main parts of the car (one for lights, one for body details, one for interiors, etc.) and 16x16 for the body color and car parts that will be plain colored. Put the alpha channel only if needed, like for the glasses parts. All have to be in .tga format.Is there a limit as to how many textures you can have? I want this to be as high quality as possible...
Topic moved here as asked, if you posted some progress and this is really going to be a projec for MM2 I had to do it sooner or later.
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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- CarLuver69
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I have a very rough spoiler made:
I'm going to have to refine it, right now it's pretty messed up, but you guys have to remember I am only working off of the side picture I took and then looking at reference pictures..
For those of you interested, here are my textures:
I took a side picture, a 45 deg. angled pic (?), and of course a straight on picture from the front. Then, I merged them all together in photoshop like a panorama. Genius, amirite?
I'm going to have to refine it, right now it's pretty messed up, but you guys have to remember I am only working off of the side picture I took and then looking at reference pictures..
For those of you interested, here are my textures:
I took a side picture, a 45 deg. angled pic (?), and of course a straight on picture from the front. Then, I merged them all together in photoshop like a panorama. Genius, amirite?
- CarLuver69
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You don't calculate normals in 3DS Max, I think they call them smoothing groups. I'll take a blueprint picture in a moment here to show you guys my poly distribution.
Some progress on the front:
I had to photoshop a picture of the front quarter panel onto the side picture to get rid of the SLOW sign, lol.
Wireframe:
I don't know why the faces look funny, oh well
Also, remember, I do go through and fix funny looking polys, these pictures do not represent the final product!
Some progress on the front:
I had to photoshop a picture of the front quarter panel onto the side picture to get rid of the SLOW sign, lol.
Wireframe:
I don't know why the faces look funny, oh well
Also, remember, I do go through and fix funny looking polys, these pictures do not represent the final product!
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Very nice made texture, that's a good way to make the lights, the mapping will get easier.
Good to use 3ds Max to model your car, shouldn't give problems once exported in .3ds and imported in ZModeler. Most of the polygons are squares, not triangles, there should be a function to triangulate them, to do once the model is done, but ZModeler kinda do that automatically.
Keep up the good work.
Good to use 3ds Max to model your car, shouldn't give problems once exported in .3ds and imported in ZModeler. Most of the polygons are squares, not triangles, there should be a function to triangulate them, to do once the model is done, but ZModeler kinda do that automatically.
Keep up the good work.
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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