First car model

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stevenhorton

Not of this World
Jan 9, 2004
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Here is what I think the 2005 retro Mustang should have looked like. The texture is only a temporary, and the tires are from the Viper. It has 2100 polys with the interior 75% finished.
 

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ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
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Right behind you.
stevenhorton said:
Here is what I think the 2005 retro Mustang should have looked like. The texture is only a temporary, and the tires are from the Viper. It has 2100 polys with the interior 75% finished.

woah, that's good.
 

jerdaygo

How jerdaygo?
Jan 10, 2004
612
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USA
Nice looking model Steve :clap: I would like to see some older cars too like a 1967 Camero, old classic musle cars would be cool, thats one type of car UnWheel needs, me thinks. ???Maybe a retro race gametype??? or just a musle car drag, well now Im just talking out of my butt, Again Nice Model :D
 

model_citizen

New Member
Mar 29, 2004
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Hows a '70 cuda sound? Working as an SVehicle at the moment. Unwrapped though texture not started yet.
 

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stevenhorton

Not of this World
Jan 9, 2004
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model_citizen, I owned and raced a 1970 AAR Cuda in the seventys, it's a car I know well:) The proportions of the front look ok, but the rear looks off, the valance above the bumper looks too tall, and the slope of the bottom panel looks too steep. ( I make one car, and now I'm a critique:D) Looks good. Do you model in Max or Maya? Jerdaygo, I have been thinking of what cars people like, and there are two. For people like me, 49 years old, it's the cars we had as young adults; for young adults it's cars they have or dream of having now. This is of course a generalisation, but I think it's accurate. I thought of making an accurate 66 Mustang, but I just had to be original:p
 
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Shrimp

Seafood splatter
Jan 13, 2003
740
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shrimpworks.za.net
And as one of those young adults, I dream of owning and driving a Monster Truck :D

...

I'm starting to wonder if there is ANYTHING Steve cannot do? The model + skin is bloody excellent! Is it for SVehicle or KVehicle usage? As I said somewhere before, we can now export our current vehicles to 3DS format (there was another export format, but I can't remember it right now), which we can re-import and make into SVehicles, but I'm told Maya PLE can't import those :(.

Keep it up :D ;)
 

stevenhorton

Not of this World
Jan 9, 2004
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Yea, after we talked on Messenger about being able to export I realised I had no way to get them back into Unreal as a .psk file, or even getting them into Maya PLE:p; and yes, I am definatly wanting this for sVehicle. That should solve a few problems such as the type of lights used for headlights, having a bot drive, the crazy collision errors and multiplayer. But I am really hoping the sVehicle code is broad enough to allow the the vehicle feel of kVehicle like we have now.
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
1,223
0
0
Right behind you.
stevenhorton said:
Yea, after we talked on Messenger about being able to export I realised I had no way to get them back into Unreal as a .psk file, or even getting them into Maya PLE:p; and yes, I am definatly wanting this for sVehicle. That should solve a few problems such as the type of lights used for headlights, having a bot drive, the crazy collision errors and multiplayer. But I am really hoping the sVehicle code is broad enough to allow the the vehicle feel of kVehicle like we have now.

he bots problem stems from both te pating system we use and from the Vehicle system we use.

It only stems from KVehicle because Kehicle takes up processing power. A switch to SVehicle would boost FpS and leave more time for bots to hink (theyre currently set to something like .1 times the amount of thinking a UT bot does, or something)

Our currentsystem is volumes for A.I. This is completely wrong for te bots because there is a much better A.I. base for pathnodes, including the fact that they can come within a broad radius of the node and then smartly continue to the next one. They will also precalculate paths in the editor (faster A.I. mapping) and they are very versatile.
 

Shrimp

Seafood splatter
Jan 13, 2003
740
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16
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Deep in South Africa
shrimpworks.za.net
The AI is like it is at the moment because the bots refused to follow a normal UT path.

I tried a lot of things to get the bots to follow normal paths, but they would not co-operate with me at all. Since time was running out, and we needed ANY bot support (which is better than NO bot support), I had to imporvise a bit :D
 

carmatic

New Member
Jan 31, 2004
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i am still thinking... bots that 'imagine' they are somewhere else... but anyway
cool car... so now the move to svehicles is beginning to get obvious
 

model_citizen

New Member
Mar 29, 2004
8
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Thanks for the guidance Stevenhorton. I have had to model the car from pics off the Net and since I have never seen one in the flesh I am pretty much guessing at the real proportions. It's a maya model.
 

stevenhorton

Not of this World
Jan 9, 2004
688
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Central USA
home.mchsi.com
I am really relunctant to say much, I am only a beginner myself. I can easily identify the car, but I do think you might not have enough polys on the edges, they are maybe a little too angular. Maybe a good modeler will come along and give us all some pointers:) If I had made your model two weeks ago, before the one I just made, I would have been very pleased with myself:)
 

Smokin

New Member
Nov 23, 2002
194
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www.geocities.com
Yeah the front of the car has alot of different smoothing groups in work i'll look into fixing it up abit. I am just glad that it looks like a BMW as its the most high detail thing i have modeled.
 

model_citizen

New Member
Mar 29, 2004
8
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So mister Horton what is it exactly you are having trouble with in the UV editor? Are you talking Max or Maya. Maya I can help max I have no idea.
 

Diego1203

Member
Jan 10, 2004
168
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16
Looks good Steve, this settles it, I HAVE to get the two cars I was working on done for phase four! For some UV mapping help check out the VTM DVD that came with the special edition, in the character development section, videos 2, 3, 4, and 5.