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3 Dimensional Chat / my lamborghini

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tatts
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Joined: 13th Jan 2006
Location: Ontario,Canada
Posted: 10th Jun 2007 16:44
Hi, I thought i'd share some pics of a lamborghini gallardo that I have been working on using Gamespace. It's not 100% yet I still have to add a couple things like the tale pipes and windshield wipers but as for animation the wheels rotate for drive.

first vehicle that im finally going to finish. And just stoked about it

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB

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tatts
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Posted: 10th Jun 2007 16:45
and another

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB

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tatts
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Posted: 10th Jun 2007 17:14
here is a wire shot

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB

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Seppuku Arts
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Location: Cambridgeshire, England
Posted: 10th Jun 2007 18:23
That's pretty good, the geometry is good too (although with the odd unecessary triangle where a quad would sit nicely) I'd love to see what you can do with the rest of the texture

Support the return of Cow-Fishing! Hook up Paris Hilton and die!
tatts
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Posted: 10th Jun 2007 18:49 Edited at: 10th Jun 2007 18:52
thanks seppuku. You mean the triangle at the rear quarter panel?
if so i know what you mean and took it out. I'm still really new considering the whole time i've had gamespace I've never devoted much time at all with it.
but found a huge inspiration to create this car only after getting hooked into NFS most wanted on the 360.
If it were'nt for the 3d buzz tutorial i'd be abit lost lol. As for the texturing thanks I'm still learning about that too If you know abit about gamespace and have any ideas on how I could improve on this model I'd be glad hear it

took me 3 tries and alot of hrs just to get this far


WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB

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Seppuku Arts
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Posted: 10th Jun 2007 19:01
Hehe, texturing can be a pain if you don't know how to do it well, I mean I'm still struggling with it. Unfortunately I haven't touched GameSpace, I used a while back, but can't remember how to use it.

And yes I did mean that triangle, glad you fixed it Also I had similar inspiration to do my Lotus a year ago, but seeing this might make me decide to do another one - this time with a texture

I think as a model at the moment, it is good as it is - you'll need a good texture and to applie some reflection (Cube/environement maps) in your game engine.

Support the return of Cow-Fishing! Hook up Paris Hilton and die!
Mr Tank
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Posted: 11th Jun 2007 05:52
very nice. well done.

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Redmotion
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Posted: 13th Jun 2007 13:19
Very nice model. Is it for a render/animation or DBPro?

tatts
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Posted: 14th Jun 2007 01:06
Really I have no real plans for it. "YET"
this model was really a learning experiance driven by inspiration, after having getting hooked into NSF most wanted. lol but seeing what I have created I have to say adds a whole new meaning to the word inspiration.

I always wanted to make a 3d enviorment of my own, using only my own models, textures ect....on the other hand im just a hobbiest and never had any plans to make the next big game or even a cent from this software so maybe it'll end up for grabs as a d/l. not sure.

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB
Shadow heart
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Posted: 14th Jun 2007 01:30
very nice. haha very well done.

to the ones thats trapped inside of you, this is it!!
5867Dude
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Posted: 14th Jun 2007 19:18
that looks very good, tatts. I wish I could do stuff like that! By the way whats the poly count?
Dared1111
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Posted: 14th Jun 2007 20:46
very good

Your signature has been erased by a mod because it was too big
tatts
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Posted: 14th Jun 2007 22:58 Edited at: 14th Jun 2007 23:21
Not sure what the poly count is. don't know how to check it in gamespace or any other program for the matter. milkshape I think I can find out not sure though. will check into it though.


2414 polygons, Im able to view poly counts through deled editor. Is that to much or lol what is actually low poly for a car like this? I'm sure that many of these polys can be reduced but that would take away quality though.

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB
5867Dude
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Posted: 15th Jun 2007 18:49 Edited at: 15th Jun 2007 18:49
That seems sort of low medium on polygons. However that is very low polys for a car of that quality. Well done!
tatts
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Posted: 17th Jun 2007 12:54
I've been working on another lamborghini thought i'd share another pic or two

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB

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tatts
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Posted: 17th Jun 2007 12:58
the last is a pic of the starting point. here's the most recent, will probably be working on it through most of the day so will have more pics later.

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB

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5867Dude
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Posted: 21st Jun 2007 10:33 Edited at: 21st Jun 2007 10:33
tatts, I guess you like lamborghinis!
Do you keep your poly count low by using a texture or something?
I reckon you will want to make a racing game!
tatts
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Posted: 21st Jun 2007 14:38
Yes Lamborghini is my favourite car maker for design. and yes i've made a very simple texture for these cars sorta like a colour pallete with the emblems on the same texture.
As far as what they are for. I have no idea yet. I originally created the gallardo, cause as I said in my first post that I was hooked into NFS most wanted for the x-box 360 which gave me the inspiration to create the car in the first place.
as far as the countach goes im creating this car through inspiration from the gallardo. the countach has more geometry to it then the gallardo and really I just wanted to see exactly what I can do with gamespace in order to make these cars.

As far as what I plan to do in the future with these cars is well up in the air. they are low poly so im guessing that they would be very good for games, i've already did some rendering with them in DBPro and was very happy with the looks of them. What do you think I should do with them any suggestion are welcome.

for right now though, at the time i'm now hooked into gamespace and plan to create a whole lot of stuff. What I will be creating lol well we'll see, at the time though I can just take one step at a time.

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB

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tatts
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Posted: 21st Jun 2007 14:39
rear view of my countach.

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zenassem
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Posted: 23rd Jun 2007 21:24
Now I noticed Seppuku Arts made remark to the triangle vs quad. Is there that much of a difference? The reason I ask is becuase I have been working with MilkShape. And as far as I can figure, Everything done in MilkShape is triangles. So if I had modelled from the same blueprints, the entire car would be made of triangles.

So is there a way in MilkShape to change this? Can it be edited/reduced in another program to remove uneccessary diagonals?

Now a quad-plain has 4 verts, while that same plain in triangles is created using 6 verts, two of which are shared creating the diagonal. keeping with that two quad-plains have 6 verts with 2 shared verts, using triangles it would require 12 verts with 6 being shared. I can see where this is going... So is it just best to move on from MilkShape as your modeling becomes more intricate and complex?

tatts
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Posted: 24th Jun 2007 02:33
All models that are saved as directX become triangles anyway. it is just the editor that hides them during your modeling sessions more or less to help keep things clean and not look so messy.

as far as the verts go, I've never thought about it and really not sure how the polygons are defined in that matter. As I mentioned all directX models are trinangles so it may follow the same vert count as milkshape when exported.

as far as milkshape goes "it is CHEAP" not to mention well worth the money. I've seen some very nice models done in milkshape.

a good program to try if you don't want to spend a whole lot is deled it models using quads to. just can't animate.

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB
zenassem
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Posted: 24th Jun 2007 08:32
Thanks tatts!

Very nice model by the way. I own LightWave 5.0 so I might go back to that, and spend some time with it. I have a book on it, and i did alright with the beeper tutorial. MilkShape was still a good investment, and I can work fairly quick in it.

I get lost in gmax, Blender. I just got the Maya student version, so I'll have to decide between Maya and LightWave.

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