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#1 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#2 |
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Free Modder
Join Date: Feb 2011
Posts: 694
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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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#3 |
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Nürburgring <3
Join Date: Mar 2010
Location: Karlstadt, Kroatien
Posts: 720
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Polycount so far?
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#4 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#5 |
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Porsche-freak |
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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#6 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#7 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#8 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#9 |
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Free Modder
Join Date: Feb 2011
Posts: 694
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noise could you need those extra porsche skins on my thread/last post?
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#10 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#11 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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sorry double post
Last edited by noise; 07-07-2011 at 12:56 AM.. |
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#12 |
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Free Modder
Join Date: Feb 2011
Posts: 694
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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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#13 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#14 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#15 |
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Free Modder
Join Date: Feb 2011
Posts: 694
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can you show a pic pls?
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#16 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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Here you go.
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#17 |
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Free Modder
Join Date: Feb 2011
Posts: 694
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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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#18 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#19 |
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Member
Join Date: Feb 2004
Location: Brunswick, Germany
Posts: 250
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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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#20 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#21 |
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Porsche-freak |
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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#22 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#23 |
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Porsche-freak |
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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#24 |
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Member
Join Date: Jan 2004
Location: Holland
Posts: 428
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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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#25 |
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#bostonstrong
Join Date: Aug 2012
Location: Colchester, Connecticut, USA
Posts: 840
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Could someone close the thread before more advertising occurs?
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