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These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
Car Modelling tutorial >
- The_Devils_Avocado
- motorised death
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- Joined: Sun Aug 25, 2002 4:00 pm
Car Modelling tutorial >
I still consider myself a beginner to car moddeling and such, but i wanted to make this tutorial anyway just to see how far i could push myself. Go check it out over at my site and tell me what ya think. Better yet, tell me if it helps you.
- RavageWolf
- hit n run
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Re: Car Modelling tutorial >
I loved the advanced tutorial. Showed me some stuff I didn't. By anychance you can make it into a downloadable zip file?
Maybe I should make a tutorial on howto make rimz
IE Azzuro 18 rims
Maybe I should make a tutorial on howto make rimz
IE Azzuro 18 rims
Re: Car Modelling tutorial >
hmm... there is some stuff that ill have realy huge help of... as fast as i get my ass into downloading 3dsm on a 56k modem... wich will take some time
"One chicken in a thousand is hatched near a road. One in every ten thousand of those ever tries to cross it. Half of them are run over by cars."
- random_monkey
- motorized monkey
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Re: Car Modelling tutorial >
Gah! The site ran out of data transfer for the day when I got to tutorial page 5
Now I have to wait for the rest of the story
Does he get the girl?!
NO, don't tell me, I can wait... Man I gotta know...
I'll go lie down a bit.
Now I have to wait for the rest of the story
Does he get the girl?!
NO, don't tell me, I can wait... Man I gotta know...
I'll go lie down a bit.
- random_monkey
- motorized monkey
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Re: Car Modelling tutorial >
I've set up the lil rectangle things with the maps of the blue prints on, and they're quite dark - especially the front view
Is there any other way than applying a light to the whole scene to make the images lighter, so I can see them better?
Is there any other way than applying a light to the whole scene to make the images lighter, so I can see them better?
- The_Devils_Avocado
- motorised death
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Re: Car Modelling tutorial >
Yeah, set the materal's 'self illumination' to 100. It illuminates itself with itself, so it just gets brighter. (make sure colour is not checked, otherwise its a colour box, not a number box)
Here's what you're working to btw:
Here's what you're working to btw:
- random_monkey
- motorized monkey
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Re: Car Modelling tutorial >
Dude, that totally rocks!
You're gonna end up with lots of models unfinished sooner or later
You're gonna end up with lots of models unfinished sooner or later
- RavageWolf
- hit n run
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Re: Car Modelling tutorial >
What material setup are you using to geto that render?
- The_Devils_Avocado
- motorised death
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- Joined: Sun Aug 25, 2002 4:00 pm
Re: Car Modelling tutorial >
The orange material is plain orange, with raytraced reflection. The ratyrace also has a map applied to it which i made myself, just a chromy looking 60x60 square. The lights were done with a script called "Environment Light", which basically makes a dome around the car, and 90+ extremely soft lights to ge the diffused shadow. The floor is a 'matte/shadow' material, so it only picks up shadows, and dosent effect the raytrace. the black is just black with a bit of specular and a lot of gloss, and the blue is the 50% transparent from the tutorial.
- RavageWolf
- hit n run
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Re: Car Modelling tutorial >
Ahhh =)
Cept Raytracing takes forever when rendering
Cept Raytracing takes forever when rendering
- The_Devils_Avocado
- motorised death
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- random_monkey
- motorized monkey
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Re: Car Modelling tutorial >
That's lookin pretty sweet is that mate
Here's another question - I put the image in the viewport window, and it is huge - when I create the rectangles to the size of the images, they're tiny in the viewports...
What am I missing?
Here's another question - I put the image in the viewport window, and it is huge - when I create the rectangles to the size of the images, they're tiny in the viewports...
What am I missing?
- The_Devils_Avocado
- motorised death
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Re: Car Modelling tutorial >
zooming in?
- RavageWolf
- hit n run
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Re: Car Modelling tutorial >
It'll take a couple of years to learn max on your own I can tell you that
I mean I started back in 98 and 5 years later I still don't know max's potential...
Z+left mouse click to zoom in or out. and or mouse scroll to zoom in/out
I mean I started back in 98 and 5 years later I still don't know max's potential...
Z+left mouse click to zoom in or out. and or mouse scroll to zoom in/out
- The_Devils_Avocado
- motorised death
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Re: Car Modelling tutorial >
*plop* in falls the interior. Another 2 hours of my life wasted...
- random_monkey
- motorized monkey
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Re: Car Modelling tutorial >
but if you zoom in/out then the image changes size with the mesh
I'm using max5 not max3
and if only it was a case of the interior 'plopping in' - hell, that'd mean my cars were release in 1/8th of the time it takes for me to create them
I'm using max5 not max3
and if only it was a case of the interior 'plopping in' - hell, that'd mean my cars were release in 1/8th of the time it takes for me to create them
- The_Devils_Avocado
- motorised death
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Re: Car Modelling tutorial >
www.suurland.com explains it better than i can bo bothered to
- RavageWolf
- hit n run
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Re: Car Modelling tutorial >
Do you know howto UV map? cause you need to if you want to set up a blue print on the selected object.
If not...
You could also setup a blueprint by setting it as a viewport background by pressing alt+b and then selecting match bitmap size, and check lock zoom/pan.
If you can't figure that out, check this site out. Very usefull when I first started using max.
3dCafe
If not...
You could also setup a blueprint by setting it as a viewport background by pressing alt+b and then selecting match bitmap size, and check lock zoom/pan.
If you can't figure that out, check this site out. Very usefull when I first started using max.
3dCafe
- random_monkey
- motorized monkey
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Re: Car Modelling tutorial >
I have whacked the image on flat planes created according to the image dimensions, and put them in the right places - then I put the viewport background on for the front/top and left viewports. But they're not the same size as the rectangles, and when I zoom - both the images and the shape changes 'size' as I zoom, so I can't get them to fit
- The_Devils_Avocado
- motorised death
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Re: Car Modelling tutorial >
Don't set them as the viewport backgrounds. The planes are all you need.
Oh, and :
Almost done now.
Oh, and :
Almost done now.
- random_monkey
- motorized monkey
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Re: Car Modelling tutorial >
so how do I see the images in the other windows?
I can only see the wireframe and don't know where to change the settings so I can see the same kinda semi-rendered thing as in the perspective window
I can only see the wireframe and don't know where to change the settings so I can see the same kinda semi-rendered thing as in the perspective window
- The_Devils_Avocado
- motorised death
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Re: Car Modelling tutorial >
Using MAX5, its a simple tap of F3. F4 turns edged faces on/off.
- random_monkey
- motorized monkey
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- The_Devils_Avocado
- motorised death
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Re: Car Modelling tutorial >
Ok, this is pretty much it for the model, Rendered real nice with Brazil . All it needs now is texturing... might take longer than usual due to tutorial making :P
- The_Devils_Avocado
- motorised death
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Re: Car Modelling tutorial >
If it does, you can bet that beroc is gonna collapse all those 3D seams and put em into the skin, as well as the black trim on everything. Oh, and lets not forget the wheels, and the interior will be cut down too. It's at 14000 polys at the mo with everything, and there are a LOT of vertclumps :/
- RavageWolf
- hit n run
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Re: Car Modelling tutorial >
Still needs some mesh smooth for some ultra high poly maddness =) (I notice the wheels and window trim is still blocky, but I'm picky )
Proabably needs minimal texture mapping if you put that car in a video.
Proabably needs minimal texture mapping if you put that car in a video.
- The_Devils_Avocado
- motorised death
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- Joined: Sun Aug 25, 2002 4:00 pm
Re: Car Modelling tutorial >
Ok, i just finished rendering this animation. It was rendered using brazil, and it took 10 hours to complete! I slept through most of it tho :| Grab it at the link to see the car in 3D
- RavageWolf
- hit n run
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Re: Car Modelling tutorial >
Need a rendering powerstaion and maybe on of those $600 video cards designed to 3D programs such as max and open GL
Looks great but your video kills my video player after one use =P
Looks great but your video kills my video player after one use =P
- random_monkey
- motorized monkey
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Re: Car Modelling tutorial >
I'm following your tutorial through, but when I get to a stage like this, such as on the bonnet - is there any way to get a new rectangle duplicated (by holding shift and dragging) to snap with the existing points?
At the moment I get huge gaps and can't weld the points because I can never get the close enough, and manually creating the triangles looks really dodgy
At the moment I get huge gaps and can't weld the points because I can never get the close enough, and manually creating the triangles looks really dodgy
- The_Devils_Avocado
- motorised death
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- Joined: Sun Aug 25, 2002 4:00 pm
Re: Car Modelling tutorial >
I dont think there is, at least not that i know of. However, welding points shouldnt be a problem if you use 'collapse', no matter how far apart they are they will join together. Later in the tutorial there is a shot of the collapse button, and there is also a bit explaining 'vert snapping' which would allow you to weld the verts if you so wanted to.
The reason it looks dodgy when you make a new polygon from scratch is because it has no smoothing. When you are editing polys, scroll down on the right hand menu untill you get to a grid of numbers. These are 'smoothing groups'. Give the newly created polys the same one as the polys around it, and they will blend in nicely.
What car is that btw? Audi?
The reason it looks dodgy when you make a new polygon from scratch is because it has no smoothing. When you are editing polys, scroll down on the right hand menu untill you get to a grid of numbers. These are 'smoothing groups'. Give the newly created polys the same one as the polys around it, and they will blend in nicely.
What car is that btw? Audi?
- random_monkey
- motorized monkey
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Re: Car Modelling tutorial >
yeah, AudiTT
tis my experiment car while following the tut
tis my experiment car while following the tut
- Beroc-Lord of Destruction
- road raged psycho
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Re: Car Modelling tutorial >
The answer to your question RM is yes... there is a way to get a shift/copied rectangle snapped to your current geometry.
First, copy the geometry, then (with your grid and snap setting set to Vertex only), turn on 3d snap. You can either be in face mode, and snap vert to vert over the entire face, or in vert mode and snap vert to vert and deform the face. The problem with this is that you will create many, many verts doing it, and lots of broken poly structures... of course, you could always weld it all back together in the end... I perfer a poly creation method, mucho fast for me...
First, copy the geometry, then (with your grid and snap setting set to Vertex only), turn on 3d snap. You can either be in face mode, and snap vert to vert over the entire face, or in vert mode and snap vert to vert and deform the face. The problem with this is that you will create many, many verts doing it, and lots of broken poly structures... of course, you could always weld it all back together in the end... I perfer a poly creation method, mucho fast for me...
Beroc-Lord of Destruction
- The_Devils_Avocado
- motorised death
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Re: Car Modelling tutorial >
More finished stuff. Interior + Engine done. It's almost skinning time.
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