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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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  #201 (permalink)  
Old 06-11-2006
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You should try another program. ZMod isn't meant to make such detailed cars as yours

Try GMax for instance it's free and you don't need to fight with the normals with it

Love the progress sofar thou, so smooth
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  #202 (permalink)  
Old 06-13-2006
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@ César: thanks
@ revelli: haha for me it's not low-poly
@ FlashG: haha well i guess the fighting is good for my spirit, maybe it makes me feel better when it's all done i guess haha. i have 3ds max but i don't really feel like using it - i'm too accustomed with zmodeler

one new pic


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  #203 (permalink)  
Old 06-15-2006
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Lovely as ever
I don't see anything wrong with the backfender, but perhaps that's due to your normals

Just sweet


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  #204 (permalink)  
Old 06-15-2006
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looks perfect and smooth to me great job!

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  #205 (permalink)  
Old 06-20-2006
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thanks guys

this car is a real pain to model.. i seem to have adopted a method whereby i simply give up on normals after a while, and i hope no one blames me for this (but if you do, then model the car yourself, and make it as perfect as you can)

and black


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  #206 (permalink)  
Old 06-20-2006
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greate modelling on that midlepoly car, very smooth and clean
whats your faces count now?

my portfolio here www.revelli.wz.cz
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  #207 (permalink)  
Old 06-20-2006
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I don't blame you
I think you should just detach your insides of the exhaust-gap.. That'll solve some already. And perhaps add just one more row on the side of it (where that smooth transistion is), so that becomes a bit nicer too

Either way it looks great I love it in black!


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  #208 (permalink)  
Old 06-20-2006
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thanks guys
@ revelli: 4149 per half... i know it's a lot but oh well... i couldn't help it
@ NE: thanks for the suggestion (but i think i may have solved it without the detaching part )

oops i just looked at the pic i posted, and don't worry about the bottom contour, because the reason it doesn't look straight is because of those little hemicircular slits (i don't know what they're called or what they're purpose is)
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  #209 (permalink)  
Old 06-20-2006
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Yes, looks nice now!


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  #210 (permalink)  
Old 06-21-2006
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it looks very nice to me! great job modeling keep it up

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  #211 (permalink)  
Old 06-22-2006
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great thanks
just a tiny update
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  #212 (permalink)  
Old 06-22-2006
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great update.. looks good
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  #213 (permalink)  
Old 06-22-2006
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Looks awesome EC

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  #214 (permalink)  
Old 06-26-2006
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thanks for the replies!
small update :roll:


I'll try to get more done for the next update, please forgive me

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  #215 (permalink)  
Old 06-26-2006
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great job
whats the polycount ?
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  #216 (permalink)  
Old 06-27-2006
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Don't forget to make the indent for the logo

Nice work though!


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  #217 (permalink)  
Old 06-27-2006
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this baby looks pretty high poly to me. awesome job on keeping this clean and not bumpy.

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  #218 (permalink)  
Old 06-27-2006
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thanks people
@ S W I P S: polycount as of this update rests at an embarrassing 4623 per half (about 9600 total, including the BMW logos).. the logo indents are about 70 polies more each than if i had just left the hood/trunk flat in that area and stuck the logo on
@ NE: well here you go, i was hoping i wouldn't have to do this for the rear, but since you asked
@ Silent: yeah, for me it is my densest polywise yet

PS this doesn't count as an "update," so i will still try to get more done before the next true "update"
PPS i know the black is not good for a WIP, but I can't help it, because I think the car looks best in black
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ec-projects-bmw-z8-e52-z8-ne-1.jpg  ec-projects-bmw-z8-e52-z8-ne-2.jpg  

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  #219 (permalink)  
Old 06-28-2006
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great model, very well built