**Project Porsche Update**

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Re: **Project Porsche Update**

Postby Katahu » Tue Jan 06, 2004 11:58 pm

I'll try to get some real custom sounds for the Porsche. I have seen one guy with a Porsche over at an executive airport, but I'll have to get myself a digital sound recorder.

I'm hoping to get a digital camera also. That will help a lot.

I thought about making the Viper, but I figured that the curves would be too much. But now that I can handle the Porsche, I'll probably give it a shot with the Viper.

I never thought of making the Farrari. The curves appear to be easy to manage since they are a little more squared.

Right now, I'm trying to figure out how to make the seats with what object. Those seats seem tricky to make. I'll make them out of a box and apply the meshsmooth modifier.

I have spoken with Pete. Him and I agree that there should be a Car-Downloads page for FS. This is so that the best cars are shown and so that many people can be encouraged to make cars of their own.

This may seem odd, but learning car modeling can greatly expand one's knowledge of his/her own design tools like Gmax and FSDS2.
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Re: **Project Porsche Update**

Postby bkircher » Wed Jan 07, 2004 12:21 pm

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Re: **Project Porsche Update**

Postby bkircher » Thu Jan 08, 2004 3:06 pm

can i show these pics for the gt2 on avsim to let them know that this i comming for fs
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Re: **Project Porsche Update**

Postby BMan1113VR » Thu Jan 08, 2004 8:41 pm

BTW, where did you get those pics?
that is about 45 minutes worth of google-ing and going through about 20 sites that i get the pictures from to do the digital renderings in the auto forum. so in answer they are from all over the place

a good porsche site is flat-6.net , although they don't have much on this car, only 2 extirior shots and basic stats
Last edited by BMan1113VR on Thu Jan 08, 2004 8:42 pm, edited 1 time in total.
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Re: **Project Porsche Update**

Postby Katahu » Fri Jan 09, 2004 1:52 am

can i show these pics for the gt2 on avsim to let them know that this i comming for fs


Of course you can.

But remember, this project will take about half a year to finish.
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Re: **Project Porsche Update**

Postby Katahu » Sun Jan 11, 2004 9:57 pm

Sorry it took me some time to add in the seats, but I was busy running 3 miles everyday. Gotta get in shape. And I'm only 19. ::)

Anyways, I managed to make the seats. One seat was made completely out of a single box with a Meshsmooth applied. Then a clone was made to make the passenger seat.
Image

I then added in some object such as knobs, radios, and the thing where you put the key in to start the car.
Image

I'll add in more stuff later on.

Hey BMan, I'll check that site that you mentioned. Maybe the 2 exterior shots can help with one important part that I need for the visual model. The spoiler [car term, not aircraft term].

What do you people think so far?
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Re: **Project Porsche Update**

Postby bkircher » Mon Jan 12, 2004 12:17 am

getting closer every day.looks good man
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Re: **Project Porsche Update**

Postby Katahu » Tue Jan 13, 2004 12:49 am

Here's the latest pic.

This time, I added in the driver that has been slightly modified. You can clearly see the difference.
Image

The viewport has dual lighting so that I can see the objects more clearly. This can be set in the Viewport Configurations settings.

The legs were carefully bent using the FFD (Box) modifier with a 10x4x4 lattice.

This modifier allows me to bend and warp any object without suffering the "Crombling Effect" of bending the legs.

The arms do not need a FFD (box) modifier because they can easily be adjusted using the Vertex sublevel of editable poly objects.

The body [minus the clothes] object, as you already know, was made out of a box. However, the modifiers that were already applied are not yet collapsed. This enables me to move back and forth between levels in case I make a mistake.

Out of this entire project, posing the driver was the BIGGEST MISSION I have ever undertaken. I had to properly scale the driver and properly position her and other surrounding objects and such.

I was thinking of using the Bone system, but it was a waste of time and proved very tricky. EX: If you bend a bone, the surrounding skin Crumbles at the joints and that look ugly.
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Re: **Project Porsche Update**

Postby Katahu » Tue Jan 13, 2004 1:02 am

Not a lot of people know about car-modeling.

That's why I am giving you a small [if you notice] tutorial on how car modeling is done as I go along with the project.

EX: Each post that I make discusses how I made an object or a group of objects. The seats, the driver, the interior, etc.

So basically, this thread is also a small tutorial for those who want to learn the art of car-modeling and want to compete with me on who makes the best models. ;D

I'm not kidding. I haven't seen not one of you people [10,000+ memebers] step forward and try to compete with me. I want competition. It makes me concentrate more and makes me put more effort. ;D
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Re: **Project Porsche Update**

Postby Smoke2much » Tue Jan 13, 2004 1:22 am

Why do you need competition?  Consider it a work of art and do it for yourself, not just to prove the point that you are better at building cars than others.
Who switched the lights off?
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Re: **Project Porsche Update**

Postby Katahu » Tue Jan 13, 2004 1:44 am

I do consider it a work of art.

Ya know what? I changed my mind. I don't want any competition. I'm wierd enough as I am. I don't even know why the h377 I asked for it in the first place. ::) :P :-X

LOL
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Re: **Project Porsche Update**

Postby Hellhound » Tue Jan 13, 2004 6:05 pm

you do have competion! i make tanks! and walkers... but still! we both make things that live in two demensions!
Image

well of course! i'm trying to hit them!

always fight fire with fire... because you get a bigger one!
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Re: **Project Porsche Update**

Postby Katahu » Tue Jan 13, 2004 6:18 pm

Hmm, a tank and a car in the online MP sessions. ;D

In FS9, I am seeing chains and cables move around the pullies in the Vickers Vimmy and the Wright Flyer.

So, I think it's possible for you to able to make the tank treds come to life. :)
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Re: **Project Porsche Update**

Postby Katahu » Wed Jan 14, 2004 2:05 pm

I have already begun making two seperate models for the Porsche. The Exterior and Interior models.

The Exterior model will only have details that are commonly seen on all other exterior models. Wheels, surface, driver, seats, dashboard, etc.

It will not have the teeny-tiny details when viewed outside. EX: Radio, knobs, ignition, pedals, parking brake, etc. Those tiny detailed will only be visible when you view the car from the inside.

I have deleted many polygons that are never visible for the Interior model so that the frame rates are not hammered by the visual model in FS. This includes the seats, portions of the driver, and portions of the car's outer surface [front bumper, rear bumper, etc.].

Later on, I'll start studying on how to make custom effects files.

I'll have to redo the texture files so that it can be a little more easier to edit by those who wish to repaint the Porsche.

In a while, I'll start figureing out how to make the steering wheel.
Last edited by Katahu on Wed Jan 14, 2004 2:07 pm, edited 1 time in total.
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Re: **Project Porsche Update**

Postby Hellhound » Wed Jan 14, 2004 4:01 pm

hmm... i bet you know how to make it, but animating it? i think if you nammed it rudder and had the axis right, then it would turn with the wheels
Image

well of course! i'm trying to hit them!

always fight fire with fire... because you get a bigger one!
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