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Re: question about somes car attributes
Posted:
Wed Jul 16, 2014 6:23 pm
by nonobecane
If you want you can test it
It's not realist but she's funny on charmey or migrants
also operating load is important
categorie :
car :
for download, user = anonymous
Re: question about somes car attributes
Posted:
Wed Jul 16, 2014 6:58 pm
by mungewell
Looks good, didn't give a proper drive though... you might want to 'fix' the window tints so that internal->external view doesn't dim the view. (Can't find a link for you at the moment).
Also, why the seperate category? This means you can't get the usual robots to race the car...
Simon
Re: question about somes car attributes
Posted:
Thu Jul 17, 2014 5:02 am
by nonobecane
The 3D model isn't good. I must to remesh it, but not for the moment, it's too long. (maybe during the winter). It's the first car i modelise and I don't find correct blueprint.
And for the maneuverability. what do you think ?
I agree with you for the window. I don't know how to fix the tints internal/external.
when i make a model with blender and export to ac3d sometimes it's works and sometime not (full transparency from interior and tint from exterior). I don't understand why.
Also problem of reflection when I export to ac3d the wheel present in the source (.../data/objects/wheel0.blend).
For the separate category, I don't know how to use a robot.
For exemple I use the SD r5801 with the car "sc-kanagawa-z35gts". She don't have robot and I don't know how tu use robots with this car.
I don't remenber where, but i read somewhere whe must recompil SD for each robots. Not ?
Re: question about somes car attributes
Posted:
Thu Jul 17, 2014 1:44 pm
by chad3006
Here's a good source for blueprints:
Re: question about somes car attributes
Posted:
Thu Jul 17, 2014 3:03 pm
by mungewell
Re: question about somes car attributes
Posted:
Thu Jul 17, 2014 5:11 pm
by nonobecane
Re: question about somes car attributes
Posted:
Fri Jul 18, 2014 6:17 am
by Haruna
I pray that you'll release a painting template for this car. This thing is begging to be adorned in period-correct fictional decals and racing stripes and numbers.
Re: question about somes car attributes
Posted:
Sat Jul 19, 2014 6:11 am
by nonobecane
When it will finish, I post this car and all the source.
For decals, stripes and racing number I test texture with this car :
I don't post it because I'm not sure it's ok, I don't really create this model :
- I remesh all the 3D model over a downloaded model (too many vertex on the original model).
- I used wheels and xml files from the Deckard Conejo 67 of chad3006 here :
Re: question about somes car attributes
Posted:
Fri Aug 01, 2014 6:37 pm
by W-E-C
@blueprints:
they most of the time never line up perfectly in my limited experience, so often by looking at reference pictures one can determine which print to follow.
@using existing hipoly models as base for remeshing:
i also thought about that, since basicly if you remesh it it scratchmade and not really copied (rather like using a 3d blueprint)
but on the other hand there might be complaints (i limited myself to using cc-licensed models like posted on blendswap, though since there also showed up some ripped meshes, i'm rather staying with things made from 2d for now.)
Re: question about somes car attributes
Posted:
Sat Feb 21, 2015 10:43 am
by nonobecane
There is someone can explain me these attributes ? maybe with some images
I'm not sure of my translations :
- Section Axle : attnum name="roll center height"
- Section Anti-Roll Bar and Suspension: attnum name="bellcrank"
- Section Suspension : attnum name="packers"
Thanks for your help
I'm not happy of my settings, when it's Ok i share this car