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Car-macros ... need some help :-(

  • Thread starter Thread starter PSD
  • Start date Start date

PSD

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4
Hi to all,

well I am working on my EPWR scenery and I would like to ask you some things:

1.- Are 220 polygons too much for a car macro (with LOD models) or is it good enough?

2.- What should I do with the windows. They are my biggest problem. I am too stupid for 'em. Everything I try looks kind of crappy...

3.- How many different cars would you max. place?

4.- What do you think about it?

101.jpg
 
Hi,

I'm working on cars for my scenery also, and I have to say: this is great! ;)

How did you get the textures on the car so well? :eek:

My cars have much more than 220 polys. I think LODs is the most important thing for the framerate.
How many cars should you place? As much as you can create. ;) Of course, it doesn't seem to be necessary to use more than 10 car-types. Better change the colors for the same cars. I think the airport and the aircraft are more important than the carpark. :D

For the windows, try to use an alphachannel-texture. Of course you will then have to create a simple inside-model, but it's worth it. :)

Hey, how about sharing your carmodel in the objects-forum? ;)
 
Well,...

I dont understand what you mean with this texture question.
The textures are placed normally... The cars look awsome dont they?
Something like Georenders cars, but much smoother are more round.

I dont want to create an interior... I know that it would look better but i am someone who wants to have it as real as possible. And creating and interior would mean creating an interior like Ariane has on his 737NG... :-) And this is not the best idea I think.

I want to place about 30 different cars and vehicles including busses and follow me cars. I think this is not too much, or is it in your eyes? The airport will look more alive and not like a cemetery...

Sharing the model or the models... Those are 2 different questions :-)
 
Seems, I'm knowing too little of GMax. I don't actually kknow how to place the texture at a high-poly-object like a car wothout spending hours for the unwrapping... :o

Do you create a textured box first and then model it after the texture? Or did you use a blueprint?
 
Hi,

220 seems reasonable. One thing I do for the wheels to look more "round" is to make a square polygon for the frontal view. Then I use transparency in the texture to define the "circle of the tyre".

For the windows either you make the interior (I think it does not worth - I only have done a simple interior in one airport bus car that I used several times. But for cars on the car park I really I am not sure if it worths the extra work) or you make opaque windows as in your picture.

Luis
 
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