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Old 16 May 09, 03:24   #1
alexandra1
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Default diablo nomad super gt

hello today i begin a project the diablo that run in the 2003 JGTC in fuji.first i never had modelled hard surfaces and low poly, so i will get troubles with this. im a character modeller so organic stuff for me. anyway i want to try to give my 2 cents to this game so i will try. here the first images from the first hours. all feedback, tips and help is welcome.my primary software is Maya, never worked with any other( well i work all the time with zbrush.
for now i dont have much images and no blueprint so is make by eye.the most of the stuff in the model is just to try get the idea of the model im waiting for good images to try mimic the model.In last i want to tell that i wont release the model is it dosent look good;or at least +-.
ahve fun and thx sin advance.
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Old 16 May 09, 04:40   #2
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i can really feel you making organic meshes and then jump to industrial designs,i started this way also
but very nice model you have there, you should keep it up!

i would design the headlights and round the body area around the wheels
they look a liittle bit edgy now,i guess only that is needed for the main body^^
well done
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Old 16 May 09, 10:58   #3
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This will be cool
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Old 16 May 09, 11:07   #4
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the car is looking cool already , and don't worry concerning "low" poly , ingame, we can't see a great difference between 15 000 or 25 000 , once the model is smoothed .

ps : maybe it's an impression on the picture, but the real car seems to have a "longer noze". ( but this one, closer to a "normal" diablo GTR looks nice too , and maybe even better )

Good luck with that car

Wild
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Old 16 May 09, 12:12   #5
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Your model is looking very good so far. Keep up the good work this will be great.
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Old 16 May 09, 12:21   #6
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Quote:
Originally Posted by wildman_fr View Post
the car is looking cool already , and don't worry concerning "low" poly , ingame, we can't see a great difference between 15 000 or 25 000 , once the model is smoothed .

ps : maybe it's an impression on the picture, but the real car seems to have a "longer noze". ( but this one, closer to a "normal" diablo GTR looks nice too , and maybe even better )

Good luck with that car

Wild

I would say there is a big difference between 15000 and 25000 polys, especially around the edges and on the reflection.
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Old 17 May 09, 04:26   #7
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Default diablo day2

hi there, here come the second day . not big improve but trying to make it cleaner.thxs for the tips on the modelling, im really trying hardand now one of the big trouble i have is that i dont have anyting to compare the car so because i dont have image references, just images with prespective, how can i know if is the right measures ;: maybe will not be the same scale of the in car games(sorry the noob questionMaybe will not look the diablo because i can undestand that 1 cm or 5cm is very different in a industrial object.
ZIPP i just want a car that can fight your amazing `s supras on the road;
thxs all for your kind words but if i dont feel capable of released maybe i can drop it to someone with a better eye to prespectives.
plz try help me with the measures: that will be graet, for now im focus in detail stuff maybe for nothing.
ArnoldWong so no problem if i put a bit more polygons? for now i have 12000 triangles.



ps; i cant look the car in smooth normal, still hurt my eyes

cya later goodnight, tomorrow time to improve.
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Old 17 May 09, 04:29   #8
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Ps: anyone have a mclaren f1 longtail blueprint maybe i can compare both cars.
(i need some ortografic views)
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Old 17 May 09, 04:37   #9
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Default a better image

a better image for ppl see the big mistakes
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Old 17 May 09, 04:46   #10
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looking very good man, keep at it.
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Old 17 May 09, 04:46   #11
alexandra1
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Default just another one in smooth normal

just another one in smooth normal

(i cant look it )
time to sleep
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Old 17 May 09, 04:58   #12
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the model itself is fantastic
mabe you want to use a smooth by angle to solve the broblem in the smoothed pic
its nothing serious
i use 3ds max so i dont know about namings of maya
but its a seriously cool car^^
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Old 17 May 09, 05:33   #13
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ah do you believe my supra is completely faithful to the 2004 model?
there is no bleuprint of the car and i used just a lot of pics,in my turn thanks also

a good trick is to use the road version blueprint (if there is any)
in most of the cases you can have some measures
the distance between the wheels is most likely to be in the same place
then there is some guesswork with the body kit it might be more fancy,wider etc

i sugest you to finish the model,when you have time
it should be great reward to drive your own creation^^
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Old 17 May 09, 07:16   #14
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this might also be helpfull
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Old 17 May 09, 09:47   #15
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Quote:
Originally Posted by alexandra1 View Post
Ps: anyone have a mclaren f1 longtail blueprint maybe i can compare both cars.
(i need some ortografic views)
http://www.smcars.net/forums/bluepri...-longtail.html

Mine should be the most accurate one except the factory print, which we cannot get at all.

btw, 12000 is actually too few for the game models nowadays.
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Old 17 May 09, 10:15   #16
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http://web.archive.org/web/200710120...DiabloJGT1.htm

Here you can find some specs of the car, including the dimensions and wheel and tyre sizes. According to this site the wheelbase is 2700mm, the length is 4685mm, width is 1980mm and the height is 1042mm. As for the tires, fronts have a width of 280mm, overall diameter is 655mm, rims have an 18 inch diameter. For the rears this is 330mm, 710mm, 18 inch.

If you can take this into account whem modelling the car you can get the proportions right. It should help you with your modelling.
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Old 17 May 09, 13:49   #17
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Great work!

A few more infos:

http://www.lamborghiniregistry.com/D...GT1/index.html

http://www.lamborghiniregistry.com/D.../VLA12001.html

http://www.lambocars.com/dia/diagt1.htm

http://www.lambocars.com/dia/diagt1i1.htm

http://www.timpelen.com/?car=diablo_gt1

Last edited by crashkid83; 17 May 09 at 14:01.
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Old 17 May 09, 19:09   #18
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Quote:
Originally Posted by ArnoldWong View Post
http://www.smcars.net/forums/bluepri...-longtail.html

Mine should be the most accurate one except the factory print, which we cannot get at all.

btw, 12000 is actually too few for the game models nowadays.
I wouldn't say that. If one can get make it look good with 12K then that's great. If it takes a few more then that's OK but I don't think you can say it is too few unless there are places on a model that appear to need more in order to make the shape smoother. In other words, there is no minimum number of polygons required.
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Old 17 May 09, 19:35   #19
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hehe , i didn't want to contest on what he said, but maybe it would be good to keep in mind that the GTR2 cars are around 8000-10 000 polys , and i don't think they really look that bad . ( wheels , brakes caliper, not count, it is apart from the car )

And that contrary to Arnold , developping the WSGT2 for "better & newer platforms" , this one will be for GTR2 .

Well , honestly , don't count the polys , do what YOU think is right, it's you who knows if the car is good as it is or not ; for us, it is good already as it is .
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Old 17 May 09, 19:48   #20
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uhuuuuuuuu....nice one mate!
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Old 17 May 09, 20:37   #21
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WoW
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Old 18 May 09, 03:37   #22
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well polycount is something that has to be decided by some facts

the creator himself, his skill and style
the model complexity
the porpose of use

i ve seen some great car models with less than 7k
and they could easyly be compared to the double polycount ones
my self i couldnt do that
myself i prefer to keep my geometry in quads as much as possible
so i know i generate far more polys thans those who completely optimize their meshes

in our case i find the diablo pretty nice
it has denser geometry where the curves are
and well balanced^^
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Old 18 May 09, 07:06   #23
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Default hello again

hi there, thxs for all the help you guys doing, finally i get the measures(something that i am not good at all) better photos and and nice tips about the modeling.i fill more comfortable with comment from experienced ppl.
wildman_fr , from my experience i know that games use less poly that why i asked, but prefer modell with a bit more (hard to make good shapes with less polygons) as you can see in my work i model with 7-10 million polygons(very different)

http://www.dimensao3.com/forum/download.php?id=2132
http://www.dimensao3.com/forum/download.php?id=2132

but im making this model to run in gtr2 to i trying using something between 12-20.
here is some more work, later will not the back and details, global shape need fix too.most of the car now is quads.
thxs all, cya later im tired need to sleep
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Old 18 May 09, 07:08   #24
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very nice
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Old 18 May 09, 07:14   #25
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after this better i leave the cars and make some race queens for gtr2 is more my roll
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Old 18 May 09, 07:16   #26
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http://www.dimensao3.com/forum/download.php?id=2128


i post same link on top
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Old 18 May 09, 07:27   #27
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zipper many thxs for all your comments and tips i love your work . hope to see your cars soon in he road(thxs a big project)
not i go to sleep
cya
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Old 18 May 09, 08:03   #28
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at some point i was thinking the same thing about race queens
you have really nice skills with zbrush,i still dont know how to use it but i hope i will find time to learn more about it,im not great fan of normal maps but they are widely use these days, i cant avoid it
http ://i43.tinypic.com/14ki69t.jpg to see something from my character works as well
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Old 18 May 09, 15:50   #29
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very nice work , i'd be happy to do as good as this .

now , , because i'm curious, i've a question : what will you do for the interior ? cause pics are quite rare for this unique car , sadly .

All the best

Wild
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Old 18 May 09, 17:48   #30
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The rear is completely different. ~
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Old 18 May 09, 17:55   #31
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Quote:
Originally Posted by wilson3a10 View Post
The rear is completely different. ~
Okay, you don't point out how, or how you would improve the particular area you think is different. Ergo this was a waste of time to post such a comment. To me it looks pretty close so we can only guess what your refering to.
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Old 20 May 09, 02:09   #32
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hello, some more work.
wilson3a10 is true that the rear and all the car look different, still trying to get the shape of the car, i only have photos with perspective is very difficult to get the real shape, anyway i hope get there soon.
still need to put more polygons in the around the whells and some other curves.
goodnight
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Old 20 May 09, 02:58   #33
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Old 20 May 09, 11:03   #34
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A beautiful model.

Keep up with the good work!
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Old 20 May 09, 15:57   #35
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Wow gorgeous Lambo!!
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Old 22 May 09, 04:42   #36
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Default diablo

hi here a little update, right now i dont have much time so i will try to speed up, i will begin with the interior model.i have some questions, do i have to brake the models in parts ?(is my first model i really dont know), the front is separated from the back.i need to model the wheels too and tires those are just for preview.
i hope make that quick, and plz tell me if the mesh is to dense.
cya soon with more updates
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Old 22 May 09, 05:32   #37
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yes you need to break the model up....

body, windows, lights, cockpit, steeringwheel, dials/gauges, and yes wheels need to be modeled.

btw: great lookin model!
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Old 22 May 09, 05:47   #38
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Very nice looking Lambo!!!
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Old 22 May 09, 13:54   #39
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Great project alexandra!
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Old 22 May 09, 15:38   #40
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yeah fantastic work^^
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Old 22 May 09, 15:49   #41
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Great looking car!!!
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Old 23 May 09, 00:31   #42
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Sweet!
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Old 23 May 09, 02:47   #43
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Ops Sorry to have you misunderstood I was just talking about the rear of the car in reality was different with the one it was used to be. I haven't seen such aerodynamic in a Diablo before . The 3D models are great!
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Old 23 May 09, 04:13   #44
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Default interior sketch

hello thxs all for the comments , ofc helps a lot wilson3a10 no worry's , was true that the rear was not close to the real car i hope now a bit better.here a sketch from the interior.thxs crashkid83 for the only photo i have from the inside.btw im trying to make the car from 2003 not the one from 1998 (the 2003 looks a bit more round and less with a lambo) my opinion
i need to go fast because i don't have much time , cya soon .
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Old 23 May 09, 04:56   #45
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Default streering wheel

is the streering whell to ugly? or to heavy
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Old 23 May 09, 16:07   #46
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Nope! I like it.
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Old 24 May 09, 01:26   #47
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Default final interior

hello here is the final interior, i wish i could make the mess that goes inside that cockpit, maybe with texture will look more agressive.
cya soon now i want to close the final car, next will see what i need to do.
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Old 24 May 09, 07:08   #48
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Default hello

hi, some shots from the almost final model, all parts are made just need some fixes.when ii begin this project 5-6 days ago i didnt know where to go now i just want to ride it. hope you like
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File Type: jpg 2.jpg (57.1 KB, 45 views)
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Old 24 May 09, 07:10   #49
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Default some more images;)

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Old 24 May 09, 07:52   #50
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superb
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