****Project Porsche****

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Re: ****Project Porsche****

Postby Hellhound » Wed Dec 17, 2003 10:59 pm

sweeeeeeeeeeet! one thing though: if you need help with the cars, go to http://www.nfscars.com it's for another game... but it's a 3d modeling place for just cars. and you can get zmodeler, which can import nfs4 cars (but you have to get an extractor, also free, just forget the name, te get the cars from the files) and convert them to .3ds, and then import them into gmax, then to flight simulator! and there are converting programs for nfs3, and there are lugins for all the ones higher. i've made a few cars there, mostly nfs 3, but i did convert one to nfs4. it's the dune buggy by andon. if you could import that to flightsim, i would be so glad. but that's just me. just offering a litle help. cheers, and good luck. that car is looking damn good! just make sure no one does anything to it. and be sure to back it up, because that is the best car i have seen! at least one made in 3d
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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****

Postby Katahu » Thu Dec 18, 2003 12:46 am

better programs. . .and he also probably does this for a living


He probably has nothing else to do. ;D j/k

Well, I can easily use those cars to improve my work. However, I rather make this Porsche from scratch so that I can build up my modeling skills on my own. I mean, look how far I went with Project Mercedes. And I did the modeling all on my own.

I was reading a small post in the onnovanbraam website regarding how the Porsche was made in 3Ds Max.

The person said that if I want to make the seams for the car [the small gaps between each piece], I will have to detach certain parts of the car-body and then extrude those detached parts just slightly to give it some depth.

Then I will have to chamfer [very carefully] the outer edges of the detached part to give it that smooth effect.

But first, I have to finish the body before doing this.
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Re: ****Project Porsche****

Postby Katahu » Thu Dec 18, 2003 1:11 am

Meet my new driver. ;D 8)

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She's gonna have a change of clothes soon.
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Re: ****Project Porsche****

Postby d0mokun » Thu Dec 18, 2003 6:36 am

Why do the eyes make it look like an alien...and whats bigger, the speed bumps or her... ;D
Regards,
Dano

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StudioTwentyOne design team

Formerly known as Moomin_dan ...
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Re: ****Project Porsche****

Postby Katahu » Thu Dec 18, 2003 10:53 am

Well, I used a 3-view image of a character that has slightly-cartoony eyes.

I'll make a different one. The eyes are one of the hardest things to make for a 3D charactor. If you think you can do better, how about you give it a try. ;D

I can just save time and redo the entire head instead of the whole thing.

3D characters are made by using a low-poly modeling technique that utilizes "boxes" rather than "splines". Splines are very useful for making cars, while the boxes are useful for making characters and such.

Once the low-poly character has been finished, a Meshsmooth modifier is then applied to give it that smooth effect.

...and whats bigger, the speed bumps or her...


Her... ;D...she'll be scaled down soon.
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Re: ****Project Porsche****

Postby d0mokun » Thu Dec 18, 2003 1:34 pm

hehe i used to use 3ds max to create character models for the fps.. half life ;) right from german soldiers thru to aliens from the movie of the same name.
but now i forgot the talent for that. planes are my deal.

heyy i even made cars for M$'s midtown 2 once.

anyway, looking good nonetheless. any progress on the car itself?
dano.
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Dano

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StudioTwentyOne design team

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Re: ****Project Porsche****

Postby Hellhound » Thu Dec 18, 2003 9:00 pm

hey, i was just saying it could give some help on some futer cars (three views, ect)
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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