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**Project Porsche Update** (Read 3191 times)
Reply #15 -
Jan 6
th
, 2004 at 11:58pm
Katahu
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Colonel
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Posts: 6920
I'll try to get some real custom sounds for the Porsche. I have seen one guy with a Porsche over at an executive airport, but I'll have to get myself a digital sound recorder.
I'm hoping to get a digital camera also. That will help a lot.
I thought about making the Viper, but I figured that the curves would be too much. But now that I can handle the Porsche, I'll probably give it a shot with the Viper.
I never thought of making the Farrari. The curves appear to be easy to manage since they are a little more squared.
Right now, I'm trying to figure out how to make the seats with what object. Those seats seem tricky to make. I'll make them out of a box and apply the meshsmooth modifier.
I have spoken with Pete. Him and I agree that there should be a Car-Downloads page for FS. This is so that the best cars are shown and so that many people can be encouraged to make cars of their own.
This may seem odd, but learning car modeling can greatly expand one's knowledge of his/her own design tools like Gmax and FSDS2.
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Reply #16 -
Jan 7
th
, 2004 at 12:21pm
bkircher
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I love YaBB 1G - SP1!
Posts: 36
ok great .if you dont like the first viper here is the 2003 model
http://www.rsportscars.com/foto/10/vipersrt03_05.jpg
http://www.rsportscars.com/foto/10/vipersrt03_06_800.jpg
http://www.rsportscars.com/foto/10/vipersrt03_08_800.jpg
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Reply #17 -
Jan 8
th
, 2004 at 3:06pm
bkircher
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I love YaBB 1G - SP1!
Posts: 36
can i show these pics for the gt2 on avsim to let them know that this i comming for fs
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Reply #18 -
Jan 8
th
, 2004 at 8:41pm
BMan1113VR
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Los Angeles, California
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Quote:
BTW, where did you get those pics?
that is about 45 minutes worth of google-ing and going through about 20 sites that i get the pictures from to do the digital renderings in the auto forum. so in answer they are from all over the place
a good porsche site is flat-6.net , although they don't have much on this car, only 2 extirior shots and basic stats
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #19 -
Jan 9
th
, 2004 at 1:52am
Katahu
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Quote:
can i show these pics for the gt2 on avsim to let them know that this i comming for fs
Of course you can.
But remember, this project will take about half a year to finish.
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Reply #20 -
Jan 11
th
, 2004 at 9:57pm
Katahu
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Sorry it took me some time to add in the seats, but I was busy running 3 miles everyday. Gotta get in shape. And I'm only 19.
Anyways, I managed to make the seats. One seat was made completely out of a single box with a Meshsmooth applied. Then a clone was made to make the passenger seat.
I then added in some object such as knobs, radios, and the thing where you put the key in to start the car.
I'll add in more stuff later on.
Hey BMan, I'll check that site that you mentioned. Maybe the 2 exterior shots can help with one important part that I need for the visual model. The spoiler [car term, not aircraft term].
What do you people think so far?
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Reply #21 -
Jan 12
th
, 2004 at 12:17am
bkircher
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I love YaBB 1G - SP1!
Posts: 36
getting closer every day.looks good man
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Reply #22 -
Jan 13
th
, 2004 at 12:49am
Katahu
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Here's the latest pic.
This time, I added in the driver that has been slightly modified. You can clearly see the difference.
The viewport has dual lighting so that I can see the objects more clearly. This can be set in the Viewport Configurations settings.
The legs were carefully bent using the FFD (Box) modifier with a 10x4x4 lattice.
This modifier allows me to bend and warp any object without suffering the "Crombling Effect" of bending the legs.
The arms do not need a FFD (box) modifier because they can easily be adjusted using the Vertex sublevel of editable poly objects.
The body [minus the clothes] object, as you already know, was made out of a box. However, the modifiers that were already applied are not yet collapsed. This enables me to move back and forth between levels in case I make a mistake.
Out of this entire project, posing the driver was the BIGGEST MISSION I have ever undertaken. I had to properly scale the driver and properly position her and other surrounding objects and such.
I was thinking of using the Bone system, but it was a waste of time and proved very tricky. EX: If you bend a bone, the surrounding skin Crumbles at the joints and that look ugly.
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Reply #23 -
Jan 13
th
, 2004 at 1:02am
Katahu
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Not a lot of people know about car-modeling.
That's why I am giving you a small [if you notice] tutorial on how car modeling is done as I go along with the project.
EX: Each post that I make discusses how I made an object or a group of objects. The seats, the driver, the interior, etc.
So basically, this thread is also a small tutorial for those who want to learn the art of car-modeling and want to compete with me on who makes the best models.
I'm not kidding. I haven't seen not one of you people [10,000+ memebers] step forward and try to compete with me. I want competition. It makes me concentrate more and makes me put more effort.
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Reply #24 -
Jan 13
th
, 2004 at 1:22am
Smoke2much
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The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
Why do you need competition? Consider it a work of art and do it for yourself, not just to prove the point that you are better at building cars than others.
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
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Reply #25 -
Jan 13
th
, 2004 at 1:44am
Katahu
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I do consider it a work of art.
Ya know what? I changed my mind. I don't want any competition. I'm wierd enough as I am. I don't even know why the h377 I asked for it in the first place.
LOL
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Reply #26 -
Jan 13
th
, 2004 at 6:05pm
Hellhound
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somewhere
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Posts: 305
you do have competion! i make tanks! and walkers... but still! we both make things that live in two demensions!
&&&&well of course! i'm trying to hit them!&&&&always fight fire with fire... because you get a bigger one!
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Reply #27 -
Jan 13
th
, 2004 at 6:18pm
Katahu
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Hmm, a tank and a car in the online MP sessions.
In FS9, I am seeing chains and cables move around the pullies in the Vickers Vimmy and the Wright Flyer.
So, I think it's possible for you to able to make the tank treds come to life.
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Reply #28 -
Jan 14
th
, 2004 at 2:05pm
Katahu
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I have already begun making two seperate models for the Porsche. The Exterior and Interior models.
The Exterior model will only have details that are commonly seen on all other exterior models. Wheels, surface, driver, seats, dashboard, etc.
It will not have the teeny-tiny details when viewed outside. EX: Radio, knobs, ignition, pedals, parking brake, etc. Those tiny detailed will only be visible when you view the car from the inside.
I have deleted many polygons that are never visible for the Interior model so that the frame rates are not hammered by the visual model in FS. This includes the seats, portions of the driver, and portions of the car's outer surface [front bumper, rear bumper, etc.].
Later on, I'll start studying on how to make custom effects files.
I'll have to redo the texture files so that it can be a little more easier to edit by those who wish to repaint the Porsche.
In a while, I'll start figureing out how to make the steering wheel.
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Reply #29 -
Jan 14
th
, 2004 at 4:01pm
Hellhound
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somewhere
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Posts: 305
hmm... i bet you know how to make it, but animating it? i think if you nammed it rudder and had the axis right, then it would turn with the wheels
&&&&well of course! i'm trying to hit them!&&&&always fight fire with fire... because you get a bigger one!
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