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GOURANGA! Forums > Editing > 3D Mods > Re-Make/Model
Post 1 | New
Mademan
Certified University Drop-out

  • Joined: Feb '03
  • Posts: 478
| ^-^ |

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Post 2 | New
Mademan
Certified University Drop-out

  • Joined: Feb '03
  • Posts: 478
oh, and here's the back...

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Post 3 | New
Fragdieb2
just öne löuder

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  • Joined: Mar '03
  • Posts: 1,705
Not bad, definitely hits the squareness of the original.

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Short gigs are like bad sex!
Post 4 | New
Mademan
Certified University Drop-out

  • Joined: Feb '03
  • Posts: 478
yes, it was the easy option for making a basic model that looked good. That or a Lada, but unfortunately there's too many of them already  confused 


Thanks for posting!
Post 5 | New
Azz
the barbarian. grrr

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  • Joined: Feb '03
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Howdy! It's looking good, shape is spot on. My only concern would be the high number of "unnecessary" polygons. When I've done 3d models I've had issues sorting the normals and shading unless I kept a very close reign on where the polys go. For example the rear of the bumper looks like it's a flat plane (might not be, can't tell from this angle). If it is you could get away with maybe 3 polys on there (one in the middle, one at each end to give the rounded look).

But if you can get it looking smooth when you texture it then it doesn't matter. :)

Are you going to include fins next to each wheel as an extra option?

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est. 1998
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Post 6 | New
Mademan
Certified University Drop-out

  • Joined: Feb '03
  • Posts: 478
wahey, I got an answer!

yeah, someone on nfscars.net pointed that out, you're quite right about the normals (actually, welding all the vertical rows together on the door will be a huge benefit). Basically the whole car was box modled, but I used too many segments on the primative. I was actually considering making an animation with the wheel covers folding down and the fins shooting out and it floating through water. I'll get around to the rest tomorrow or next week some point, whenever I can stop playing X3...
Post 7 | New
Mademan
Certified University Drop-out

  • Joined: Feb '03
  • Posts: 478
just a short update, have welded a lot of vertices together to clean up the model

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Post 8 | New
Cerbera
Ben 'Cerbera' Millard

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  • Joined: Feb '03
  • Posts: 1,808
Doing a classic Esprit as your first car is an inspired choice. The proportions look perfect! Just a question of efficiency and neatness now.

You should keep using quads (pairs of triangles) so the polygons make a perfect grid. That works better with reflections and so forth. Just use fewer of them than you started with. Edges can be controlled with clever use of normals and "detaching", so I've read. So you shouldn't need multiple narrow lines of polygons in parallel to make edges look right.

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Post 9 | New
Mademan
Certified University Drop-out

  • Joined: Feb '03
  • Posts: 478
Cheers for the feedback Cerbs

Just a quick update, been working on some wheels.

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