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Old 06-20-2011   #1
noise
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Default improving a nfs4 Porsche 911

Hi,

Please take a look at a little project of mine.It's the 3d cafe Porsche 911 converted by Ozan Tasasiz:http://www.nfscars.net/file/view/highstakes/1900.aspx

-Did some retexture
-Replaced the wheels (the ones from freak-DS)
-Fixed the frame around the windows
-Gave it transparant windows and a low poly interior/driver

The textures on the trunk look bad (normals).I tried to fix normals, but Zmod and I are still no friends, despite good advice and tutorials (by Freak-DS)

I like some advice to improve the car some more without adding to much polies.

Last edited by noise; 07-23-2011 at 10:31 AM..
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Old 06-20-2011   #2
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haha noise
i will definetly download this car.glad to see you start a project again.gl.

Edit: how about giving the car a rally style skin?

Last edited by Reight; 06-21-2011 at 01:33 PM..
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Old 06-22-2011   #3
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Polycount so far?
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Old 06-23-2011   #4
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7113 total,

The hood (grill) has another texture as the body (see Zmod1.jpg), how do I fix that?

Last edited by noise; 07-23-2011 at 10:32 AM..
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Old 06-23-2011   #5
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I see, you're doing the US-version. Not so pretty in my eyes, but well. First of, some few reference pics (US and RoW models mixed):



I actually was about to write a bug list, but those are just way too much. Just have a look at the photos and compare them with your model, you'll find more differences than similaritys. On a side note, the 911 always had reverse lights and a plastic grille on the hood. Also, the rear window frame does not go up to the flat part of the roof. There is an air outlet between it.

The US models (your mesh is one) have wider rubber boxes on the rear bumper, the ugly sealed beam headlights and the front signals have doubled width.

I permitted you to use my wheels, but map and use them correctly please. You used the same wheel four times which is wrong, the rear wheels are wider and have different proportions than the front wheels, I modeled that.
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Old 06-23-2011   #6
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Thanks,

You have an eye for detail. (how did you see I used the same wheel 4 times? my pic's weren't that sharp)

Anyway first things first, I need to modify the texture on the hood.
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Old 07-05-2011   #7
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Update, I think of this as a 911 SC '82 (original was RC, but couldn't find pic's).

-Low poly wheels (114) , total polies is 5545
-Everything is done using ''paint.net'' and ''FCE finish''

If I was able to work with Zmod I could make this a more accurate US version

Last edited by noise; 07-23-2011 at 10:32 AM..
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Old 07-06-2011   #8
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As you see on the pic's, the normals need work.If I could get rid of the dark spots, I want to release the car.
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Old 07-06-2011   #9
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noise could you need those extra porsche skins on my thread/last post?
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Old 07-06-2011   #10
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I saw the skins, not my ''cup of tea''.When this car is finished you can add them if you like.
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Old 07-06-2011   #11
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sorry double post

Last edited by noise; 07-07-2011 at 12:56 AM..
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Old 07-06-2011   #12
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allright.np mate.
i already like this porsche.there is no such at Freak-DS Team-RSR site ,right?
what is the exact name btw?
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Old 07-16-2011   #13
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Because Zmod is hard for me to get used to I make slow progress.I am able to detach/uniteselect and work on normals, but this car does not improve by that.So I leave it this way and upload tomorrow.
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Old 04-15-2012   #14
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Started working on the car again.

The body (HB) is seethrough on the inside.How can I get texture there?
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Old 04-15-2012   #15
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can you show a pic pls?
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Old 04-16-2012   #16
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Here you go.
Attached Thumbnails
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Old 04-16-2012   #17
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hmm.could be that what i was thinking about...
sometimes parts of a mesh get somehow transparent/semitransparent.i guess due to format transfer etc.
try this noise:
open your car.fce on fce-finish.choose texture funtion above on the EDIT work/tools tab.click on :HB at parts.and than click on texture.now we only act so as if we set a new texture.we want to check out which parts might be transparent
at last,like on the pics,click on all polygon effects so they are highlighted.finally unclick all polygon effects exept "dont chrome" and save.so you havent changed any texture you have just set all on base function=dont chrome.you can later map the windows as usual again.i hope that helps

Last edited by Reight; 12-02-2012 at 04:12 AM..
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Old 04-17-2012   #18
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Thnx, but it didn't help.I gave this car a simple EA P911 interior which doesn't have a roof.This is no problem for the EA P911 because the HB part is textured on the inside.So I have to figure out what's the difference between my HB and EA's HB.
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Old 04-20-2012   #19
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Since you are working with FCEFinish2 making poligons visible from both sides is very simple.

Select the :HB, go to textures mode, select all the polies you want to be visible from the inside and then select "No Cull" in the material properties on the bottom left where you choose "Chrome / Highchrome / Nochrome"

The polies can´t be textured with a different texture from the inside therefore they look the same as viewed from the outside but thats exactly how ea does it.

Good luck!
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Old 04-20-2012   #20
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After a false start (you know what I mean cooya!) I didn't expect you to help me but Thnx, it worked, I had no idea what ''no cull'' was for.
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Old 04-20-2012   #21
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As far as I know, "culling" is a 3d model feature that disables a two-sided rendering of one face. No idea why that's an extra. "No cull" deactivates this, like so you can save a lot of polies. The damageable body parts of our meshes usually are set to "no cull" aswell
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Old 04-22-2012   #22
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What do you mean by saving polies?This car has 4633 polies for HB part ''cull'' or ''no cull''
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Old 04-22-2012   #23
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I know that there is no difference in the polycount, but that is exactly the point. In games where you cannot deactivate culling, you would have to model such things two-sided. That's what I was talking about
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Old 04-23-2012   #24
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Now I get the point (took a while, sorry).

The car is uploaded on nfsaddons, offcourse I replaced the taillightpanel texture.
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Old 12-16-2012   #25
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Could someone close the thread before more advertising occurs?
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