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GOURANGA! Forums > Editing > 3D Mods > Citroen C2
Post 1 | New
Azz
the barbarian. grrr

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  • Joined: Feb '03
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Boo. So yeah, been a while since I did anything 3d wise, but decided to try and finish off this one.

For those who don't know/care, I drive one of these. Really love the little bugger, so thought it only right to do one for VC. Have some ideas on how I want to do certain bits and bobs, but it's still very much in the early phases.

Not sure what the polycount is at the moment, but I'd guess at "less than millions but more than a couple".

It will, of course, be blue. :)

 http://azz.gouranga.com/azz/c2_1.jpg



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azz.gouranga.com
est. 1998
(I am oldskoolier than joo)
Post 2 | New
schmo
bitch

  • Joined: Jun '04
  • Posts: 42
the car lok kick ass so far. show us all wen ur done.

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Post 3 | New
Elxxy
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  • Joined: Feb '03
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Looks great as always, Azz.

Sexifying!
Post 4 | New
That Shit Touge
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Is there really a need to round the front fogs so much though? They look flat on the bumper, you should probably just texture them on.

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Post 5 | New
Inky
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  • Joined: May '03
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Ah, beautiful so far Azz. Nice work. I'll always ask this, but what other colours besides Blue might you use? A nice green, maybe a sunflower yellow?

Side Note: Might I ask this though. For me, I could never get my blueprints resized right. What dimentions are the blue prints supposed to be around?

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Post 6 | New
Azz
the barbarian. grrr

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danke.

Touge I haven't done the front fogs yet, which is why they are flat. Haven't done the grille work either which is why there's a big gap :)

I'm going ot try and replicate the proper colours, as well as a few others (like hot pink ;) ).

Blue prints I have absolutely no idea. I never get my cars the right side. I usually import one of the seats ripped from an in game car to try and get the size about right, then stick it in the game and fiddle till it looks about right parked next to another.

What we need is someone to get the character model in a seated position saved in a file so we can build cars around it..

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est. 1998
(I am oldskoolier than joo)
Post 7 | New
Cerbera
Ben 'Cerbera' Millard

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  • Joined: Feb '03
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There are two seated positions for the player - normal and reclined.  Reclined mode is activated by the "IS_LOW" flag in the handling.CFG, it's present in both GTA3 and GTA:VC.  However, I'm pretty sure that the units used by Zmod and suchlike are a standard computery unit which is shared by the engine R* use.That means if you build in true units, it should end up the right size in-game.

An example of this is that the player is about 1.8 units, which if we assume is metres means he should be around six foot in-game.  And he is.  Or so I've been told...


The poylgon structure for this car looks rather messy and the very high density if polygons shows this off quite starkly.  The use of the quad style in some places and then a radiating technique in others looks really inefficient.  Because the polygon density changes so much across the body, you've got some very weird transition sections where there are vertices going all over the place.  Where the rear pillars merge into the rear side windows is such an area.

The overall shape and profile looks tidy, the front end is excellent, it's just that it gets all inconsistant and wiggly down the sides.  Polygon density is massively too high in many places; a lot of the details you've modeled will be significantly smaller than a pixel when viewed in standard play and so will flick in and out of observability.

That's my review as someone who has seen the wireframes of hundreds of the best models made for GTA and as someone who talks to modellers about thier technique.  Not a modeller myself. :)

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Post 8 | New
Fragdieb2
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The shape looks very good, but I'm afraid the messy polygon structure and the aprupt changes in poly density in some places will make the reflections look quite wierd.

As for the size problem: I normaly import one of the original cars which is about the same size as the car I want to do, then I load the blueprints into the background and adjust their size by changing the "pixels per unit" property in zmod until their size fits the original GTA car...could be a problem with the C2 though, as there is no ingame car that is about equally sized.

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Post 9 | New
Forelli_Boy
Mitsubishounen

  • Joined: Feb '03
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Fragdieb2 wrote:
The shape looks very good, but I'm afraid the messy polygon structure and the aprupt changes in poly density in some places will make the reflections look quite wierd.

As for the size problem: I normaly import one of the original cars which is about the same size as the car I want to do, then I load the blueprints into the background and adjust their size by changing the "pixels per unit" property in zmod until their size fits the original GTA car...could be a problem with the C2 though, as there is no ingame car that is about equally sized.


Hear hear. o.o The front is rather well-organized but it really starts to get chaotic toward the back, especially on the windows.

Vice City. The perfect excuse to put hot pink on anything.  :))

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Post 10 | New
Azz
the barbarian. grrr

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  • Joined: Feb '03
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erm, yeah, got distracted so off with something else now. Not really suprising since I first saved the C2 file on the 21st Feb (day I got my car I think).

Oh well. Ta for the feedback anyway..

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azz.gouranga.com
est. 1998
(I am oldskoolier than joo)
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