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Thread: Bmw X6 M

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  1. #16
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    rainycat's Avatar
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    I was just wondering, when people use tri's like this in models, what is the purpose of that? Why wouldn't quads give the same effect?
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  2. #17
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    Thats just so they triangulate the way I want them to and not any other way. If you u leave them as a bent quad, then when you put the car into a game engine (most game engines triangulate everything automatically), sometimes it will triangulate it the wrong way, giving you a shading error. So, whenever I come across that, I always go ahead and triangulate it the way it should be triangulated...Hope this makes sense..


  3. #18
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    Cool , I get it. Thanks for the explanation.
    "When I used to go out I'd know everyone I saw.
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  4. #19
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    minor tweaks to the front end. doing the headlight today if it kills me lol. i keep getting distracted....
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    • File Type: jpg 2.jpg (166.0 KB, 125 views)


  5. #20
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    looking really smooth (especially for lowpoly) great work.

    regards,
    rodder


  6. #21
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    this lowpoly reminds of this latest forza 3 video, they showed something about putting lines on the actual car and scan that and u will have the wire in max can someone explain that how is that possible?
    http://www.gametrailers.com/video/20...torsport/55782

    the wire thing starts from 2:23
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  7. #22
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    really interesting method !


  8. #23
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    For Forza, they use a scanner to scan their cars digitally and then clean the mesh from there. From what I hear, they aren't hand modeled from scratch unless the car is very rare and they cant get their hands on one. Knowing Microsoft and their money, they can get their hands on anything


  9. #24
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    Oh, and here is an update on the headlight. I just have a few more details to finish up on it...
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    • File Type: jpg 1.jpg (79.6 KB, 118 views)
    • File Type: jpg 2.jpg (150.1 KB, 134 views)


  10. #25
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    really nice work slice but i got a question for you, is the headlight washer a separate piece or is it booleaned (not an actual word) to the mesh?
    for the head light and stuff is that normal maps you applied to them and was it from a hi res model?
    ok so it was two questions
    A new swagg, new walk, new focus
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    my tire and rim tutorial


  11. #26
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    very interesting method indeed, results are very nice man. younglion, I'll take one of those q's then :P
    for the head light and stuff is that normal maps you applied to them and was it from a hi res model?
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  12. #27
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    Quote Originally Posted by younglion View Post
    is the headlight washer a separate piece or is it booleaned (not an actual word) to the mesh?
    for the head light and stuff is that normal maps you applied to them and was it from a hi res model?
    ok so it was two questions
    1. Yes, it is floating. I just explained what I do here: http://www.game-artist.net/forums/wo...tml#post105131

    2. The normal maps I have applied are created by me from black and white pattern images I paint in Photoshop and convert in Crazybump. The reflector normal map is temporary though...it will be updated soon. No high res model, just this one


  13. #28
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    Quote Originally Posted by Pan3sar View Post
    very interesting method indeed, results are very nice man
    Thanks, man


  14. #29
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    Quote Originally Posted by slice56 View Post
    1. Yes, it is floating. I just explained what I do here: http://www.game-artist.net/forums/wo...tml#post105131

    2. The normal maps I have applied are created by me from black and white pattern images I paint in Photoshop and convert in Crazybump. The reflector normal map is temporary though...it will be updated soon. No high res model, just this one
    thanks for the explanation
    A new swagg, new walk, new focus
    current project(s)
    [55 belair], [cl65] , [render test]

    my tire and rim tutorial


  15. #30
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    i realy like ur project man,keep it up,no critics from my side


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