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CTRifle
2012-09-23, 01:19
Hey guys, so here is it so far, still lots to go but coming along good I guess. If you have any pointers or opinions/comments on whatever please let me know as I want to make it as good as possible.

here since this works so well ;) ---> p3d.in - Star-944 version 0.2 (http://p3d.in/a5dnx/xray)

As for the headlight problem I noticed after, Ill be fixing that so no need to worry :mrgreen:

Thanks!

Ratface
2012-09-23, 07:27
I'm sure you saw it but you also have some z-fighting on the top back corners of the sides of you cab....if you get what i mean :D

simeon5541
2012-09-23, 10:12
Hurry up with that truck my squad is waiting to build FOB !!
Haha,looks good so far :D

Mineral
2012-09-23, 10:37
magnifique!

Grober
2012-09-23, 19:52
nvm.....

Doc.Pock
2012-09-24, 17:56
your back right wheel mesh intersects with the mud stopper thingy, however its called(help?) :)

CTRifle
2012-09-24, 22:01
mud flap?? :S idk what its called but yea I see it thx

CTRifle
2012-09-25, 02:57
double post :O

little update
http://i39.servimg.com/u/f39/17/09/99/99/render12.jpg

Made the part under the tarp in the back more detailed and fixed up the lights a bit. Does anyone see that black link above the left light... what causes that?

Doc.Pock
2012-10-02, 16:18
i guess its some unwelded verts or something. it happens when turbosmoothing(which youre not doing...) when geometry isnt connected right. not sure if its that in your case

lucky.BOY
2012-10-02, 21:54
That black spot is overlapping polygons, more exactly a polygon turned the wrong way. You are best off deleting the problematic area and rebuilding it with bridge tool.

I think you should do this in high poly though, as that will allow you to make the fabric top a lot better while keeping the ingame model quite low poly. Other parts, like wheels and headlights, will look much better with a normal map, too.

CTRifle
2012-10-02, 22:31
I think you should do this in high poly though, as that will allow you to make the fabric top a lot better while keeping the ingame model quite low poly. Other parts, like wheels and headlights, will look much better with a normal map, too.

Can you explain this a little more? Im new too the whole high vs low poly, I know what they are but do choose between them and what gets what confuses me :-o

Doc.Pock
2012-10-03, 05:39
You basicallyake a model that has load adl loads of polys (im talking millions) and then make a normalmap bake form it and then use it as a normalmap for the lowpoly gameready model. Ill get you some articles on ti later at home

CTRifle
2012-10-03, 19:29
Does the entire thing need to be that or certain parts?

lucky.BOY
2012-10-03, 23:40
Explaining Turbosmooth for 3Ds MAX - YouTube (http://www.youtube.com/watch?NR=1&feature=endscreen&v=j9IrEDiyMxw)

Dont see why you would have to do whole model in High poly. But it will certainly look better, if you do :)

CTRifle
2012-10-09, 20:56
Little update ;)
-fixed the front bumper
-Added some interior, not very detailed. How detailed does it need to be?
-Remade tire

p3d.in - star_rev2 (http://p3d.in/O8zfZ)

ddeo
2012-10-10, 07:05
Model looks better now but I still see a lot of issues with front lights and windows.

PLODDITHANLEY
2012-10-10, 11:59
http://i39.servimg.com/u/f39/17/09/99/99/render12.jpg


http://img144.imageshack.us/img144/2096/image2882jk.jpg


Looks 'dumpy' compared to original
Lights look too big and too in the middle
Wheels/tyres look too big
Windscreen looks too deep

From looking at pics (https://www.google.fr/search?q=star+944&hl=en&prmd=imvns&tbm=isch&tbo=u&source=univ&sa=X&ei=wGN1UM_uJKTJ0AXszYCAAw&ved=0CBsQsAQ&biw=1160&bih=591) the three axle is rare and always has the spare as this photo.

But I can't make anything so I still thinks it's impressive.

CTRifle
2012-10-10, 19:01
Model looks better now but I still see a lot of issues with front lights and windows.

Hmm... with the front lights, Its the way it exports I think... how would I fix that. Also what about teh windows? There isnt any in that model..

Ratface
2012-10-10, 20:16
For me, I noticed that when i applies smothing groups to the areas with the fighting, it cleared it up when exporting. So for an example, select your front bumper, and find the smoothing groups section on the right side. Try doing auto-smooth when you have em selected and export it again. At least that's worked for me on my flak :)

Doc.Pock
2012-10-12, 19:25
wheels need a central vertex afaik to spin them right round baby right round :)

Stemplus
2012-10-12, 19:46
Don't you dare... singing... that... song...

CTRifle
2012-10-12, 22:44
A vertex right in the center of the wheel? not to difficult I thnk

Rhino
2012-10-12, 23:18
A vertex right in the center of the wheel? not to difficult I thnk

Select face, press the window button next to Tessellate:
http://i.imgur.com/1CFQc.jpg

Switch from Edge to Face and Press Ok:
http://i.imgur.com/xgd5w.jpg

Bingo:
http://i.imgur.com/rx17E.jpg

Grober
2012-10-13, 10:28
http://imageshack.us/a/img571/405/plotde.jpg

some terrible fighting going on there

CTRifle
2012-10-14, 00:27
I know about the fighting there, but when I delete the face, max crashes for some reason :/

CTRifle
2012-10-19, 23:18
Alright, I fixed that fighting problem, I just remade that part :P

Here is a shot of both versions of the trucks, cargo and passenger.

http://i39.servimg.com/u/f39/17/09/99/99/both_t10.png

Not a huge difference yet, and have lots to work in the actual drivers cabin.