The Universal car design :P

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Knoxjoey
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The Universal car design :P

Post by Knoxjoey »

Image

ta-da :P

a design a made on Forza motorsports 2 for xbox 360 :P

the car is a 2002 lotus esprite. there is about 100 some layers or something like that most of them are around the black outline for the U on the hood :P

and the thinger on top is planet drellis XD requested by <_< >_> "anonymous"



[/img]
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morbydvisns
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Post by morbydvisns »

nice XD
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JasonX
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Post by JasonX »

Good job
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Post by zaroba »

now you just need to make a version of it for in THIS game :P
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Knoxjoey
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Post by Knoxjoey »

i couldn't 3D model if my life depended on it :P

how about u make it zar and ill take all the credit XD ?
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Post by Fooli »

Heheh, nice. I guess they don't support our font, which is a shame ;)
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Post by fhko »

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I hate modeling cars :D
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Post by fhko »

In order for me to have the best chance of copying your wonderful texture, Knox, I will require pictures of the following:

Top-down view, close-ups of all the decals (preferably individuals) and lights as well as any other non-black surfaces. If you can, keep the level of shine in the images to a minimum.
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Jayecifer
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Post by Jayecifer »

With some tricky UV mapping you could use the very same texture, I believe.
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Post by fhko »

That might work too...I just need something to work with...
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Post by fhko »

Image

Making things black or nearly black is so much easier to paint than color...
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Post by fhko »

Next time I'll be smart and removed the edge lines with a color replacer...instead of by hand...

and so...I present the TU Lotus

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Model
Texture
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Knoxjoey
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Post by Knoxjoey »

thats totally awesome fhko, way to go!
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Post by Jayecifer »

You did a really good job FHKO! Keep up the good work. Here's a suggestion for next time: Make the entire backgroud of your texture the base color of your object. Take the paint bucket as the first step and paint the whole thing black. You'll have no white lines or imperfections what so ever.
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Post by Fooli »

Indeed, good job :] For my part, my unasked-for-but-proffered-anyway advice would be:

- only make half the model, and use Gmax's mirror tool to create the other half. Saves half the time modelling and half the time mapping, and makes sure the map is the same on each side of the vehicle

- you've got some funky edge stuff going on there... getting to grips with the mesh editing (er, that'd be "Edit Mesh" tools) takes some doing, I know, but by adding vertices, cutting faces and turning edges you can make your car surfaces smoother. As you said above, though, cars are actually quite tricky to do well, especially if they're curvy.

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morbydvisns
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Post by morbydvisns »

damned mirrored texture.

cant make out the GWBush face on my giant ape on Ariya as well (though it still does look decent i reckon)
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Post by Fooli »

Heh. Choosing whether or not to mirror does depend on what you're making. But even if you do mirror a model, you can still map it in its entirety. Just takes a bit of fiddling about.

If its a giant ape based on our original chimp model, well that's my fault: my mapping was pretty bad then. In most proper games the face of a character gets its own texture, giving you masses of detail. Even in ours the face should really take up about 1/4 of the available texture space. As you doubtless noticed, it takes up a postage stamp on the chimp template.

I'll do more monkeys, one day :)

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Post by fhko »

I'm just wondering where the lost faces got to on my UV map...(See tires and bottom rear of the car)...Whoa! what happened!?...the tires just fixed themselves in the converter while I was typing this...weird :?

My mistake...the tires have a lighting issue not a mapping issue...
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Post by Fooli »

Yes, the smoothing groups/normals are strange on a few of those faces.
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Post by fhko »

I fixed the little black speckles on the 'The Universal' Decal...Apparently it contained some of the same shade of gray as the edge lines...
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