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Gephoria
12-07-2006, 08:29 PM
Ok, well i've been modeling for a few months now and i just finished my first few textured peices, one was a house (for an assignment i crammed a little on) and the second was my Nissan 300ZX, well, i know some of the textures from the fender - hood don't line up but either way here's some renders/wireframes. pls C&C are welcome any tips that could help me in the future would be greatly appreciated because as is, i am a noob, i'm the package at UPS before it's delivered, o well enjoy.

http://img61.imageshack.us/img61/6381/render01au7.jpg

http://img236.imageshack.us/img236/8052/render02rw5.jpg

http://img236.imageshack.us/img236/1414/render03yx3.jpg

http://img61.imageshack.us/img61/4756/wireframesri9.jpg

Gephoria
12-07-2006, 08:59 PM
sorry everybody didn't realize how big they were, forgot to photoshop them down

smog890
12-08-2006, 05:44 AM
textures better than anything I can do but you really, really need to fix those wheels smooth them out make them more round and fix the texture on them (were the rim meets the rubber).

Zerafian
12-08-2006, 07:48 AM
Yea dont be afraid to go a little high res with your car. Its gotten to the point where you can model out the style of the wheel now..theres really no need for a plain with alpha to represent them anymore. what is it, about 1200-1500 polies? Smooth out some of thsoe hard edges on the body and tires definetly ;).


A good tip..I cant tell what program you are using but in maya you can hit 7 and get a black silliouette. Being about to see your vehicle, character, prop in all black really shows where you need to smooth and add more detail, even game res stuff.

JustChris
12-08-2006, 09:48 PM
There is some bad texture stretching in some areas, like where the side windows meet the doors and in the rear bumper right below the taillights.

Like Zerafian said, it wouldn't kill you to model down some more details, such as the lights and additional parts of the grille. The alpha-mapped rim on the side of the wheels sticks out badly. It looks round but the tires are obviously low-polygon which creates weird gaps between the tire and rims. So definitely do more modeling and re-map your textures.

ts-falcon
12-08-2006, 10:29 PM
I agree with what others have said, work on the silhouette of the models, things like the roundess of the wheels, and the body lines. also post up some perspective views..orthographic or "user" views kinda distort the image. im not a huge fan of the texture it seems super busy and kinda distracting. model in the dtails that efect silhouette or are noticable on the body of the car.
Cheers

HughieDM
12-09-2006, 03:57 PM
I just posted this on another thread but I feel like it works for you too
Check out this site http://www.poopinmymouth.com/
Ino it looks pornographic but it has great tutorials on lopoly modeling UV layout and Texturing

well hope this helps and keep it up:thumbsup:

Gephoria
12-21-2006, 08:10 PM
Yeah, still i've been told it's not bad for my first time texturing, guess i can say i'm pretty proud of it so far, but ya, i turned it in for class already so i think i'll leave it as is, the next one will be that much better, guess i'll post some final screenies incase anybody wanted to peek at em'

http://img64.imageshack.us/img64/1345/whitetestzn0.jpg

The map i used, yay, shoulda used more space i think where the wheelwell is or split up my car into smaller peices ie, hood roof trunk, bumpers so on like i did with the side view somewhat.

http://img69.imageshack.us/img69/5837/render01hp1.jpg


http://img69.imageshack.us/img69/1108/render02ux5.jpg

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