[QUOTE=Master Chris;13330872]Yes, there won't be a huge difference but yes the rear wheels will be larger than the front ones.[/QUOTE]
Awesomeness
Nice Charger.
I started modeling one but I could never figure out that "pinch" on the top of the doors.
[QUOTE=Master Chris;13330872]Yes, there won't be a huge difference but yes the rear wheels will be larger than the front ones.[/QUOTE] you sir are a winnar
A bit more progress on the wheels:
[img]http://img217.imageshack.us/img217/411/wheelrimandspokes1dv3.jpg[/img]
Pure Schmex.
Now, When you finish this, add an alternate version that has a blower and goes faster, with more manly sounds.
The wheel is now finished!
[img]http://img258.imageshack.us/img258/6731/wheelcomplete1hz2.jpg[/img]
[img]http://img159.imageshack.us/img159/1521/wheelcomplete2qk8.jpg[/img]
[QUOTE=noobcake;13366767]Now, When you finish this, add an alternate version that has a blower and goes faster, with more manly sounds.[/QUOTE]
Do you mean like these:
[img]http://www.classicnation.com/pictures/images/car_shows/classic_cars/supercharger.jpg[/img]
[img]http://www.classicnation.com/pictures/images/car_shows/goodguys_columbus/goodguys-columbus-car-show-2006-242.jpg[/img]
[QUOTE=Master Chris;13372806]The wheel is now finished!
[img]http://img258.imageshack.us/img258/6731/wheelcomplete1hz2.jpg[/img]
[img]http://img159.imageshack.us/img159/1521/wheelcomplete2qk8.jpg[/img]
Do you mean like these:
[img]http://www.classicnation.com/pictures/images/car_shows/classic_cars/supercharger.jpg[/img]
[img]http://www.classicnation.com/pictures/images/car_shows/goodguys_columbus/goodguys-columbus-car-show-2006-242.jpg[/img][/QUOTE]
Awesome wheels. :D
And those are big blowers. I cannot wait to see the finished product, Chris!
maybe if here was a green mustang we could recrete the BULLET chase
If you're planning to put this ingame, you should reduce the tricount on the wheel, since it's going to be x4 and already pushing 6000
[QUOTE=madmax678;13399559]maybe if here was a green mustang we could recrete the BULLET chase[/QUOTE]
TECHNICALLY, the Charger in Bullitt was a '68. But who cares. I'm sorry I had to point that out.
And there is a '68 Mustang Fastback on garrysmod.org but it's not drivable.
[QUOTE=Uberslug;13400748]If you're planning to put this ingame, you should reduce the tricount on the wheel, since it's going to be x4 and already pushing 6000[/QUOTE]
I was just thinking about that, but I really want the wheels to look good and smooth when rotating at high speed since this car is going to be used in my machinima films and there will probably be a few closeups of the wheel during some shots. Besides If bodygroups are used so that the model is split up then I can bypass the compiler poly limit. The Fueled Shelby mustang has a high tri count and that uses bodygroups.
That wheel is still such a polycount waste. Besides, if it's going fast enough you wouldn't notice the edges.
[QUOTE=Lord Ned;13404076]That wheel is still such a polycount waste. Besides, if it's going fast enough you wouldn't notice the edges.[/QUOTE]
I could remove some edges going around the wheel, I probably don't need all of them especially at the back of the wheel which won't be seen often. Also the central hub doesn't need so many subdivisions since it's smaller.
I just really don't want angles on a round wheel, it doesn't look right.
I've managed to reduce the tri count to 4776 without any real visual difference.
I put the finished wheels on the charger to see what they look like:
[img]http://img525.imageshack.us/img525/6524/render1bj3.jpg[/img]
[img]http://img525.imageshack.us/img525/5845/render2fu3.jpg[/img]
[img]http://img525.imageshack.us/img525/4431/render3yn8.jpg[/img]
What do you think?
24,000 tris? Do you have a smooth modifier on or something?
Let me give you a tip that usually applies. Never, [I]ever[/I] meshsmooth anything that's going ingame if you want to do things the proper way.
[QUOTE=PLing;13416644]24,000 tris? Do you have a smooth modifier on or something?
Let me give you a tip that usually applies. Never, [I]ever[/I] meshsmooth anything that's going ingame if you want to do things the proper way.[/QUOTE]
No smoothing modifiers, I've never used any in XSI. Also why shouldn't you use them?
Probably because they vastly increase the number of tris and don't enhance the appearance at all
Half the poly count is in the wheels right?
will this have a veiwable inside? or will that come later?
*Not quoting massive post*
No, not that big a blower. Something like this:
[img]http://www.moparts.org/moparts/picture/oldweb/1one/Ahern1.jpg[/img]
And if possible, animate it in such a way that the little red circles in the blower move like they're supposed to.
[QUOTE=Rodwy;13439208]Half the poly count is in the wheels right?[/QUOTE]
Actually it's more than half.
[QUOTE=madmax678;13447688]will this have a veiwable inside? or will that come later?[/QUOTE]
Yes it will have an interior view.
[QUOTE=noobcake;13448860]*Not quoting massive post*
No, not that big a blower. Something like this:
[img]http://www.moparts.org/moparts/picture/oldweb/1one/Ahern1.jpg[/img]
And if possible, animate it in such a way that the little red circles in the blower move like they're supposed to.[/QUOTE]
Don't worry, it was a joke, it won't be as big as those other ones.
I don't think there is an animation hook for accelerate in source so I don't think I could get the air intake or the visible parts of the throttle to move on cue but I think there is one for idle. The jalopy used this so parts of the engine vibrate when it's on, I could try to put that on instead so that the blower vibrates when the engine is running.
[b]EDIT:[/b] There may be a way to get those parts to move. The half-life 2 jeep had a speedometer which was functional, I could try to link that animation to the throttle linkage and air intake instead.
So wanna make my car after?
personally i would make a ford f-350 for a next project!
[QUOTE=Luke-NAESA®;13455008]So wanna make my car after?[/QUOTE]
I don't know what my next project will be after all the variations on the dodge are finished, I will decide later.
[QUOTE=madmax678;13459607]personally i would make a ford f-350 for a next project![/QUOTE]
How about the [url=http://en.wikipedia.org/wiki/Ford_F-Series#SVT_Raptor]Ford SVT Raptor[/url].
[QUOTE=Master Chris;13449004]
[b]EDIT:[/b] There may be a way to get those parts to move. The half-life 2 jeep had a speedometer which was functional, I could try to link that animation to the throttle linkage and air intake instead.[/QUOTE]
Good idea but just one thing, would it be possible to animate the belts as well?
[QUOTE=Master Chris;13460399]
How about the [url=http://en.wikipedia.org/wiki/Ford_F-Series#SVT_Raptor]Ford SVT Raptor[/url].[/QUOTE] looks pretty cool,looks too modern tho
or how about the twelve gen one>?
[QUOTE=gmod dude 66;13469174]Good idea but just one thing, would it be possible to animate the belts as well?[/QUOTE]
Animating any belt, chain etc is hard enough as it is because it can't be animated in the same way as most parts which rotate around a single point, a belt would rotate around many points and then have to go straight. Also since the belt changes shape constantly it would be extremely time consuming to rig a whole belt with loads of bones due to the source engine's poor support for vertex animation (which wouldn't require bones).
The only way to do it realistically would be to have an animated texture, but you wouldn't be able to stop it when you turn the car off unless you wrote a script to change the models skin when that happens. Personally I would prefer to leave the belt below the hood out of sight.
[QUOTE=madmax678;13476190]looks pretty cool,looks too modern tho
or how about the twelve gen one>?[/QUOTE]
The Raptor [i]is[/i] a twelfth generation.
If you want one of the old ones why not a third generation:
[img]http://image.classictrucks.com/f/Monsterdog/10324721+w450+h338+cr0+re1+ar1/1960-ford-f-100-pickup-1.jpg[/img]
[QUOTE=Master Chris;13478056]Animating any belt, chain etc is hard enough as it is because it can't be animated in the same way as most parts which rotate around a single point, a belt would rotate around many points and then have to go straight. Also since the belt changes shape constantly it would be extremely time consuming to rig a whole belt with loads of bones due to the source engine's poor support for vertex animation (which wouldn't require bones).
The only way to do it realistically would be to have an animated texture, but you wouldn't be able to stop it when you turn the car off unless you wrote a script to change the models skin when that happens. Personally I would prefer to leave the belt below the hood out of sight.
The Raptor [i]is[/i] a twelfth generation.
If you want one of the old ones why not a third generation:
[img]http://image.classictrucks.com/f/Monsterdog/10324721+w450+h338+cr0+re1+ar1/1960-ford-f-100-pickup-1.jpg[/img][/QUOTE]i did mean the picture above it but ok,and yes that would be tasty :P
it looks great. if you do the Pontiac GTO can you model it after the 1968 model?
[url]http://www.motortopia.com/vehicles/view/p/cars/v/4946/i/the_punisher/tab/current[/url]
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