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Look, i modeled a Zaibatsu Z-type


NightShadow
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http://www.deviantart.com/view/28928709/

 

http://www.deviantart.com/view/28964223/ - another angle

 

http://www.deviantart.com/view/28964413/ - front grill

 

Wheee. I was refering to the 2D sprite when i did this. It may not look too true to the original, without the Z and all. Heh smile.gif

Edited by NightShadow
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That is very cool, but this doesn't belong in General Chat...

A++ work there

ppNaW16.png

 

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Very nice. A little too much chrome, but I like it.

 

But let's sex this up and put it in the GFX area icon14.gif?

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wen is relese? can i hav it now?

Make it into a car for GTA you bastard.

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thats sooo awesome dude!!!

 

 

Make it into a car for GTA you bastard

that has to be made into a mod!!!

 

 

NightShadow rules!!!

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lol thanks for the encouraging comments. i have no idea how to make it into a mod. and i dont think its possible. Because i used NURBS modelling technique. SOmeone else can prolly do it. sorry didnt realise we had a GFX forum

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That's amazing, really detailed almost looks like a perfect vehicle for a PS3 GTA, in which the Zaibatsu make a return???

 

Great work though, the thing which impresses me is the attention to reflections and the modeling architecture itself, nice one icon14.gif

user posted image
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Nice work I'm really loving it.

 

The only thing I don't get is the very front grille. Is there a piece of glass there or something?

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Damm, that is so cool, i love it you better get someone to make it into a mod. That rock.

 

icon14.gif

QF1SfST.png

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here this is a nother angle. http://www.deviantart.com/view/28964223/

 

to clear things up king surfer, heres the front view. http://www.deviantart.com/deviation/28964413/

im wondering how to fix the reflection anomalies on the grill. is it my modelling technique thats making it do what its doing?

No, it's most definitely your rendering settings. Or materials. What program are you using?

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here this is a nother angle. http://www.deviantart.com/view/28964223/

 

to clear things up king surfer, heres the front view. http://www.deviantart.com/deviation/28964413/

im wondering how to fix the reflection anomalies on the grill. is it my modelling technique thats making it do what its doing?

No, it's most definitely your rendering settings. Or materials. What program are you using?

im using 3d studio max with mental ray. material is regular raytrace. i didnt play with any rendering settings. help please. smile.gif

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lol thanks for the encouraging comments. i have no idea how to make it into a mod. and i dont think its possible. Because i used NURBS modelling technique.

Nurbs can allways be re-computed into polygons. In fact, I would expect 3D Studio Max to be capable of it. If not by itself, perhaps there is a plugin out there that will do it. After that, I believe, there are tools to get it all into GTA format. Though, you'd probably have to cut it into pieces: main model, hood, windows, etc; and then also add damaged versions of each. Not being skilled with 3D modeling, I'm not really sure how difficult it would be to create damaged models, but I have a feeling it would be a lot easier than it was to make this thing from scratch.

 

With all that said, I think it would be a neat thing to do. I'd like to be able to drive this thing in one of the 3D GTA games.

Prior to filing a bug against any of my code, please consider this response to common concerns.

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thats true. i can change it to polygon. but then it'll be over a thousand polygons. and thats what i meant by impossible. im willing to let someone convert it to something less polygons and therefore make a car mod. then again, i use weird modelling techniques to model the car. i wasnt modelling with game engine limits in mind. hehe

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I think I just saw a thread where the count was in tens of thousands of polygons. If it is just a few thousand, it should work.

 

If it will be really necessary, I can probably throw together some code for polygon count optimization.

Prior to filing a bug against any of my code, please consider this response to common concerns.

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I think I just saw a thread where the count was in tens of thousands of polygons. If it is just a few thousand, it should work.

 

If it will be really necessary, I can probably throw together some code for polygon count optimization.

there is an OPTIMIZE modifier for 3d studio max. i could just use that right? anyway, im not up to remodelling my ztype. i didnt actually make those doors openable. or even the hood or boot for that matter. heh.

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there is an OPTIMIZE modifier for 3d studio max. i could just use that right? anyway, im not up to remodelling my ztype. i didnt actually make those doors openable. or even the hood or boot for that matter. heh.

If there is a good optimizer, it probably would be worth to run your model through it to see if it does any good.

 

And if you don't have time or don't know how to use the tools needed for porting the model for GTA, maybe there is someone else who can do it. Hell, I'd give it a shot. As I said, I know very little about making 3D models, but perhaps I can go arround that using my coding experience and knowledge of numerous 3D formats.

Prior to filing a bug against any of my code, please consider this response to common concerns.

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there is an OPTIMIZE modifier for 3d studio max. i could just use that right? anyway, im not up to remodelling my ztype. i didnt actually make those doors openable. or even the hood or boot for that matter. heh.

If there is a good optimizer, it probably would be worth to run your model through it to see if it does any good.

 

And if you don't have time or don't know how to use the tools needed for porting the model for GTA, maybe there is someone else who can do it. Hell, I'd give it a shot. As I said, I know very little about making 3D models, but perhaps I can go arround that using my coding experience and knowledge of numerous 3D formats.

alright. i'll hand the conversion to you. or anyone. hehe. but mind u ppl the doors are unopenable and the boot in the back is not as well. and there arent any tail lights. theres no engine model. but it opens though. see, its really incomplete. hehe.

 

100k? woo

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My main limitation is that .3ds is just about the only standart format that I can import. If you can convert it to .3ds, you can send it to my e-mail: konstantinkh (a t ) gmail.com, and I'll see what I can do about it.

Prior to filing a bug against any of my code, please consider this response to common concerns.

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i remember these renders. they claim that the 2D cars of gta2 were first modelled in 3D and then made into sprites. Love em. smile.gif

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Wow, that is very good work. I'm amazed at how you managed to get that beauty out of a 2D model. I really hope someone can convert this into a mod for GTA. I would download it in a heartbeat.

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I ran into some problems with the .3ds file. In old .3ds files, all vertiecies are positioned relatively to origin. In some of the .3ds files that are exported by a more recent versions of 3D Studio Max each object can also be shifted relatively to origin, and each vertex is then positioned relatively to the object's origin. Since I cannot work directly with the later format, I have to write some code to go through the .3ds file, find the offsets, and adjust vertex coordinate to be relative to the origin. This will require some modifications to my .3ds importer code. In itself, it is fairly straight forward, and might require just a few matrix transformations, but I need to figure out the ID and format for the chunk that contains the offset data, which might take some time since I have to dig through the file with a HEX editor to identify it.

 

Edit: The error is definetly caused by the chunk with ID 0x4160. It contains 12 floating point values, which look like some form of transformation. It's a bit more complex than simple shifts, though. For example, the negative values on some of these can flip the whole thing to be the mirror image of what it should be. I'll have to figure out exactly how it works, and do ncecessary transformations to be able to move on.

Edited by K^2

Prior to filing a bug against any of my code, please consider this response to common concerns.

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