The Universal car design :P
The Universal car design :P
ta-da
a design a made on Forza motorsports 2 for xbox 360
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
and the thinger on top is planet drellis XD requested by <_< >_> "anonymous"
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- fhko
- VIP
- Posts: 930
- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
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.
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.
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.
f
- 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.
f
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am
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 :)
f
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 :)
f