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Old 12-29-2006, 01:40 AM   #61
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GREAT! work man. u know ur sh*t.
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Old 12-29-2006, 10:17 AM   #62
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WOW....amazing work!!!!!!!!
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Old 12-29-2006, 01:12 PM   #63
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that is fricken sweet man.
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Old 12-29-2006, 04:28 PM   #64
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Thats pretty awesome, im impressed!
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Old 12-29-2006, 10:46 PM   #65
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Almost done on the front bumper, just a little bit around the fog light, the license plate area cover with "pontiac" on it (almost forgot), and some proportion adjustments here and there.
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Old 12-29-2006, 10:54 PM   #66
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wow, that looks hot man...great job, gottta have real patience with those programs, frustrates the hell outta me sometimes..We going to be seeing some modded GA's too? Body kit, Altezzas, hood? .. keep up the good work man.
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Old 12-30-2006, 04:46 AM   #67
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Its lookin good.
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Old 12-31-2006, 07:37 PM   #68
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Shazam!

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... Almost 2007! Have a happy new year all!
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Old 01-01-2007, 05:57 PM   #69
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That looks great. Keep us updated with your progress.
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Old 01-01-2007, 06:46 PM   #70
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wow it's really coming along.
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Old 01-01-2007, 09:34 PM   #71
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Ya, it is looking really good, keep it up!!

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Old 01-02-2007, 05:14 AM   #72
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Old 01-03-2007, 10:01 PM   #73
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That's awesome!
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Old 01-03-2007, 10:41 PM   #74
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Nice, but why does it look like its wrinkled?
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Old 01-03-2007, 11:11 PM   #75
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Originally Posted by Exodus View Post
Nice, but why does it look like its wrinkled?
It's called "normals" in the 3d modeling scene. It's something that I'm going to adjust once the model is done so it looks smoother. The sides need the most work right now.
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Old 01-25-2007, 07:38 PM   #76
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It's cool, but there's something to fix still

It's looking good from the start, and I was going to ask if you had any top-down views as the plans available from SMcars.net for the GAGT are so-so if not outright yucky. (Not to mention they call the SE a GT. I suppose the trim differences are a bit subtle if you don't know the car.) Still, fuzzy/pixelated plans are better than no plans or trying to tile pictures in such a way to get rid of perspective distortion.

But I see that you're completely missing the centerline curvature of the front windshield/rear windshield. (The front and rear windshield bow from the middle and have some kind of compound curvature to them. They're tricky like that. You've got the side-view curvature right though.) The bumpers needs a little bit of top-down-view love as well. (But it's much less glaring.) At least I can't fret too much about not having the top-down view myself, as I can see the result of the same problem in your model. Regardless, it'd be a good idea to go and tweak those areas by eyeballing it to make the car right. (Of course if you licked this problem, then you're ahead of me. The vantage point of the most recent shaded render doesn't show these problem areas.)

I started on a similar kind of project (for artistic rendering rather than in game) but got sidetracked with other stuff, not to mention I was holding out for a top-down view so I could get the curvatures of those aforementioned parts just right. Anyhow, my process is backwards from yours (I block out first, then breakdown to parts/details by cutting polys/smoothing) as that's the nature of box modeling via Wings3d. Regardless of process, all the principles of polygon modeling still apply. My avatar shows about where I left off.
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Old 01-25-2007, 07:50 PM   #77
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any updates?
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Old 01-25-2007, 08:19 PM   #78
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Quote:
Originally Posted by Exodus View Post
Nice, but why does it look like its wrinkled?
Quote:
It's called "normals" in the 3d modeling scene.

No, they're not normals. All polygons have normals if they have a surface contained by edges. A normal is the outward facing surface that a projection ray (or something like that) interacts with when rendering.

Those wrinkles are called shading artifacts, which caused by non-planar polygons. (Also called 'non-planar normals', not just 'normals', perhaps this is what causes confusion?) This is always a potential problem when working with n-gons (polygons with 5+ sides) and quads (4 sided polygons), as they are split into tris (3 sided polygons) when actually rendered.

There are a few ways to fix this. Tighten/average vertices, inflate, smooth/subdivide (if mesh isn't dense), or work with tris (quads still tend to be better to work with than tris for other reasons in 3D modeling.)

Just had to clarify, before there ends up being a some confused 3D newbs because they end up calling shading artifacts 'normals'.

---- edit ----

Heheh... I was thinking of a car related analogy for how someone could confuse 'normals' in 3D...

Say some guy named Booie-booie from a island where there are no wheels comes to America. One day someone points at some car with flat tires and says, "OMG! Look at those tires!" Now without knowing the semantic specifics, Mr. Booie-booie goes around thinking that a flat-tire has the same meaning as a tire. So one day Mr.Booie-booie gets flats from running over something with his car and says "I have tires on my car, could you help?" Odds are pretty good that someone is either going to look at him funny or laugh.

Last edited by pauljs75; 01-26-2007 at 04:47 AM.
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Old 01-26-2007, 06:28 AM   #79
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I can't wait to get back to working on this guys, I have been so busy with work tho. I will soon... And thanks for the pointers...
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Old 01-26-2007, 08:05 AM   #80
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What programs do you use?
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