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FC3S 3D Model

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Old 07-14-08, 12:04 AM
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1MZFE, I think the model looks great. Sure, you could tweak and tweak and make it perfect but I'm sure you don't have the time. It looks nice as is.

Excellent work man!!

To all those who ask which program he is using, what does it matter? Are you going to spend the countless hours, days, months, years learning the program to do what he has done?

It has been posted numerous times that he is using 3D Studio Max 2008.

I played with Kinetix 3DS Max starting with R2.5 thru 4 and eventually got brainlock and decided it was not for me.
Old 07-14-08, 12:09 AM
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ONCE AGAIN! Does anyone know the person who's car this is? Or the photographer? I would like to get in touch with them.

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And thank you for your comments 7 n 7
Old 07-14-08, 12:40 AM
  #478  
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hey have you thought about getting your 3d model into a racing game?

Alot of people make mods for a game called Rfactor and GTR2, which is a very popular pc racing sim. Alot of peopel do the same thing too, start off with a 3d model and put it in the game.

It would be badass to drive your creation around
this is just to show what people are making in their spare time yadda yadada, all started from 3d modeling
http://www.virtualr.net/

I actually recored my car sounds in hopes it would stir up some ideas on the forums
http://forum.racesimcentral.com/showthread.php?t=323857
Old 07-14-08, 12:41 AM
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If you know any 3d game that can handle 1.9 million polygons on 1 car in real time, let me know.
Old 07-14-08, 01:16 AM
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Originally Posted by 1MZFE
If you know any 3d game that can handle 1.9 million polygons on 1 car in real time, let me know.
Yea, still waiting for the Playstation 6 :P
Old 07-14-08, 01:19 AM
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its doable .
this one isnt out yet , they still working on it



in game



recently released japan super gt 300 mod with the re amemiya fd

once my download finishes, imma go play =p

they all start from 3d models like yours
Old 07-14-08, 02:44 AM
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Those are definately not over 200,000 poly count even, I can literally see the shading in the bumpers, there is no way that even approaches 1 million, let alone the 1.9 I got on mine lol

Now true, mine could be cleaned up to be 800,000 or so if I took off the 2nd turbosmooth iteration, ( dont expect anyone who doesn't know 3ds to get that )

Good luck getting a real-time rendering system capable of that on a system, my dual quad core processor BOXXTECH computer (yes thats 8 processors), takes a whole minute to render out 1 frame with just a simply light tracer on it.

Now when you throw in enviroment, HDRI lighting if the game supports it, your new pixelshader 2.0's for vista, 15 other cars or so on a track, with real-time lighting. It simply ain't going to happen anytime soon.

Sorry to burst your bubble. Just merely pointing out facts. haha
Old 07-14-08, 07:28 PM
  #483  
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great render. everything looks good except the back end where its a little too boxy, but i suppose after you put on the rear wing you dont have to fix it. good job man!
Old 07-15-08, 03:08 PM
  #484  
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Looks great man, I'm looking forward to seeing it colorized and put in the environment. Nice work!
Old 07-15-08, 08:06 PM
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Still haven't gotten an email back from eriksseven about this, and if I can even use this image for my portfolio.

Scene update:

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Old 07-15-08, 10:45 PM
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this is gonna look awesome!
Old 07-15-08, 11:56 PM
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Originally Posted by 1MZFE
If you know any 3d game that can handle 1.9 million polygons
Thats a Lot of pokemon
Old 07-17-08, 10:11 PM
  #488  
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Pokemon? I think you got something confused... lol

Alright, put the scene largely together, still debating about what more I want to add, but I started UV'ing the scene tonight.

If you wish to know, UV's are essensially how the texture or "color" of an object, wraps around the geometry of your 3D model. Which, you check by throwing on a "checker" pattern, and making sure that every square is, well, a square.

Here's what I got so far:

Old 07-17-08, 11:14 PM
  #489  
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looks incredible, keep it up!
Old 07-18-08, 12:26 AM
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that looks smexy
Old 07-18-08, 05:50 AM
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Ideas on what to put as garbage strewn around on the ground:

- Taco Bell cup
- Gum
- Pocket Lint
- Dust
- Rocks
- Little gravel bits
- old rotors out of a 13b
- Old newspaper
- Fire extinguisher

Not all of these ideas are mine, some are from other people - I'm open to any suggestions.

Glad people like it so far, I'll keep going as long as I can. I went out and took pics of my buddies 7 tonight, he just took off his exhaust so I got pics of the whole piece separate from the car, also got interior shots.

Interior I'm not sure I will have completed for this piece of work, but will be for the next one that my 7 appears in. :p

I just got permission to use the background and stage for it, so officially the rest of my production will continue - an extreme thank you goes to eriksseven for his generous contribution to my portfolio.

Updates coming when I get the time available.
Old 07-18-08, 03:24 PM
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Interesting work so far. I appreciate you asking permission for using that image, and good luck with your project(s)!

I have more photo's from that location if you're looking for different angles.
Old 07-18-08, 06:57 PM
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gas cap cover should be cutout. I noticed it wasn't on the pic of the passenger side of the car on the last page.
Old 07-19-08, 03:52 AM
  #494  
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Don't need it cut out for this image. :p
Old 07-19-08, 11:27 AM
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Originally Posted by 1MZFE
Those are definately not over 200,000 poly count even, I can literally see the shading in the bumpers, there is no way that even approaches 1 million, let alone the 1.9 I got on mine lol

Now true, mine could be cleaned up to be 800,000 or so if I took off the 2nd turbosmooth iteration, ( dont expect anyone who doesn't know 3ds to get that )

Good luck getting a real-time rendering system capable of that on a system, my dual quad core processor BOXXTECH computer (yes thats 8 processors), takes a whole minute to render out 1 frame with just a simply light tracer on it.

Now when you throw in enviroment, HDRI lighting if the game supports it, your new pixelshader 2.0's for vista, 15 other cars or so on a track, with real-time lighting. It simply ain't going to happen anytime soon.

Sorry to burst your bubble. Just merely pointing out facts. haha
Thats two processors where did the other 6 come from?
Old 07-19-08, 11:44 AM
  #496  
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this would be hte perfect thing to build body kits and personal modifications on. wish i had the time to do it hahaha
Old 07-19-08, 01:42 PM
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Originally Posted by pr0x3n3ta
Thats two processors where did the other 6 come from?

Ok, so he should have said, 8 cores, but it is simpler for the simple mided to just say 8 processors.

For those that are totally lost, he is running 2 quad core processors. Each processor has 4 "cores" which the computer sees as 4 seprate processors.

so 2 x 4 cores = 8 cores.

But the computer just says it is 8 processors as that is how it sees it. and it makes things simpler.

BTW, what speed you running those chips at? overclocked at all? i was able to overclock my E6600 dual core 2.6ghz. to over 3.6ghz relibly (have been running it for over 2 years)
Old 07-19-08, 02:26 PM
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Wow, I'm impressed Texas_Ace. They are running at 2.83 ghz currently, it's a good setup, great for using backburner, if you know what that is.
Old 07-19-08, 02:34 PM
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I have heard of backburner but never used it personally. I have VERY limted experiance with 3d rendering, tried it for awhile then gave up on it when i could not make heads or tails out of autocad.

From what i remember it simulates network rednering on mutiple cores or something like that.

and 2.83 x 8 is not bad at all. still a lot of hourse power.

I was lucky with my chip, i actually have 2 other E6600 computer with only slightly worse MB and other parts and max i can get out of those is 3.2. This chip just happened to work great at 3.6. At first i was going to lower it back down to 3.4 but ended up just leaving it and 2 years later no problems.
Old 07-19-08, 02:57 PM
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Yeah, this thing has to last me quite a while, don't got the time to bother to see what I could do with it either.

It makes for a pretty fast render with light tracer for my scene, only takes about a minute. Not bad at all, considering it has to calculate all the shadows.


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