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Work in Progress: Video Game and Real-Time Show your lowpoly or game models here that you are working on

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  #61 (permalink)  
Old 02-18-2008
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Nice work. The corner of the rollcage that is visible in the rear side window needs work.

And with the front bumper being painted, it reflects the headlight at its top : it looks very unnatural.

Otherwise it looks really nice.



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  #62 (permalink)  
Old 02-18-2008
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Looks really nice mate, about time you modelled something
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  #63 (permalink)  
Old 02-20-2008
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Could anyone help me with this. ive tried using blend and outting a white car material then in the second blend slot put the standard material with the uvw map.

I cant remember for the life of me how i used to do it.

Ignore the big red hondas on the front lol it just a test
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  #64 (permalink)  
Old 02-20-2008
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well man, whats the problem?
for me its ok, you need to apply more logos? just put the entire car in a object, open with unwrapper, then use a single image for all the emblems, you might have no problem... You can use a mask too, to deffine whats transperent and what is not on the logos... then use on mix ammount, with the other slot being the car´s color

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  #65 (permalink)  
Old 02-20-2008
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well the problem is really,just i want the black to be darker,and the decals be more defined,i dont know does it look ok? i just dont like it lol when i get home i will post the uvw map and the skin if anyone wants to draw anything special they can lol
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  #66 (permalink)  
Old 02-20-2008
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Hey Sean. Civic looks really good. Let me know if u want me to help out with it for rF.
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  #67 (permalink)  
Old 02-20-2008
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to have textures crisp you need more resolution, I guess that for size of appearance, you need at least 1024x1024 in size...
You need to check that the texture filter also blows the pixels...

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  #68 (permalink)  
Old 02-20-2008
anthing anthing is offline
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If this car is really going to be used in rF it would be nice to use 2048x2048 textures to get the best result. This is the size we are using with our (Core@Team's) cars.
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  #69 (permalink)  
Old 02-21-2008
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the texture IS 2048 x 2048 i will upload it when i get home i got cought up yesterday
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  #70 (permalink)  
Old 02-21-2008
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hmm at mmg we are using 3 1024x1024 bmps for the body. But well that is f1. but it takes less memory than 1 2048x2048 and you can use it more efficient imo. But i guess for normal street cars 1 bitmap is better and easier to work with.
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  #71 (permalink)  
Old 02-21-2008
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heres the mappio and uvw maps

Just noticed the hood uv is crooked will change that in a sec
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rfactor-civic-89-honda-racing-white.jpg  rfactor-civic-89-11111.jpg  
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  #72 (permalink)  
Old 02-21-2008
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you have loads of unused space. That isn't terrible if it was a highpoly model. But textures do use the most memory of the game so it's necessary to use as few textures as possible. So try to make it a bit more compact and put things more close to eachother!
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  #73 (permalink)  
Old 02-22-2008
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Ding dong doh
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  #74 (permalink)  
Old 02-22-2008
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Whats a civid? Nice work mate
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  #75 (permalink)  
Old 02-22-2008
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Quote:
Originally Posted by Prykie View Post
Whats a civid? Nice work mate
LMAO.

/me slaps Catlin to wake up .
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  #76 (permalink)  
Old 02-22-2008
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Before you rip me anymore


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  #77 (permalink)  
Old 02-22-2008
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the 89STS and the civic text need a bit of loving before they're accurate, font-wise

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  #78 (permalink)  
Old 02-22-2008
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ah yes they do,i just dont know which font they are lol

nothing special here just playing around with boring ass skins lol
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  #79 (permalink)  
Old 02-22-2008
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Yeah Ive seent eh Civic sticker before, I just thought it'd be funny to make fun of you
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  #80 (permalink)  
Old 02-23-2008
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New skin.

Created by mr gurdeep

and a crappy one by me with lil jon for mess around lol
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rfactor-civic-89-vrooooom-.jpg  rfactor-civic-89-1.jpg  
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