1. Stuck or having problems creating your mod?

On Hold Mitsubishi Evo IX

Discussion in 'Land' started by alias8818, Aug 18, 2013.

  1. pf12351

    pf12351
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    Looking good, really waiting for it to come out :)
     
  2. alias8818

    alias8818
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    IK0iu2H.jpg UOh80nS.jpg

    Bumper updates.
    I don't think I'm going to do the little circles on the flares on the bottom lip.
    They didn't turn out well last time I tried them.
    I am also getting vert heavy as it is when all the details I am doing -- figure its just best to leave them out.
    I'm sure you all will forgive me.
     
  3. Ifinau

    Ifinau
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    Geez man, This looks absolutely great. So much anticipation for this Work.
     
  4. nukezbomz

    nukezbomz
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    Looking good! Can't wait to rally it! :D
     
  5. alias8818

    alias8818
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    OKkjZad.jpg ZCnIBb2.jpg

    Still WIP, I would focus attention on the front as that's what I've been focusing on.
    BTW, pseudo oval holes added :)

    ------
    Edit: As good as I feel I am doing... I am using far too many vertices. This may force me to start over and really focus on optimizing over minute details and prettiness. I'm not sure how I feel at the moment about this. 69k verts with no interior, really. :/

    Verts: 69116
    Faces: 50128
    Tris: 102684

    Which one of those numbers is supposed to be between 40-60k? (heard 40-60k is optimal)
    I want to assume Tris as that is what is going to show in game after things are triangulated.
     
    #25 alias8818, Sep 5, 2013
    Last edited: Sep 6, 2013
  6. Mythbuster

    Mythbuster
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    Yep, tris are supposed to be between 40 and 60k... As far as I can see, your model is clean and nicely modeled now... But I'm having my doubts wheither or not it's also accurate in it's general shape. It seems to be weirdly proportioned... I hope you're using blueprints to make sure the general proportions are correct?...
     
  7. alias8818

    alias8818
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    Thanks for taking the time to respond. I am certainly using blue prints. I've had a few problems with them not matching up 100%. They have been more of a guideline at times.

    A friend let me use a copy of his student version of Maya. I measured the blueprints and set up a box to find they are terribly inaccurate -- off by 20 cm or so in spots.

    I've been tempted to start over in Maya after I got the blueprints accurately proportional. I made the front fender in Maya with that setup -- it alone looks a world different and amazing.

    Thing is, Maya has a heck of a learning curve for me coming from Blender and it being the first time modeling for me. I am reading, watching videos, and studying how one might accomplish the task in Maya.

    Maya feels cleaner and more stern on the overall topology and flow. I feel I can do a much better job optimizing in Maya.

    Ex: vEGZPwm.png lohAupa.png

    Sent from my SPH-L710 using Tapatalk 4
     
    #27 alias8818, Sep 9, 2013
    Last edited: Sep 9, 2013
  8. Sh3lbYe

    Sh3lbYe
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  9. Tristan

    Tristan
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    Please don't forget the spoiler
     
  10. M3gekje

    M3gekje
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    Aug 14, 2013
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    I really love this car, why did you stop working on it?
     
  11. Ehet

    Ehet
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    look above

    *-- On Hold for now, not liking the work as much as I used to. Feel I could do much better and more efficient. Reading and studying more for now --*
     
  12. alias8818

    alias8818
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    A lot of it was disproportionate. It had to many polys. I lost interest.

    Sent from my SPH-L720 using Tapatalk
     
  13. Lurker

    Lurker
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    Sep 1, 2013
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    Oh Come on maaaaannnnnnn
    This is very good so far, and it is certainly better that my first car.
    I remember modeling that thing like it was yesterday, infact i still have a screenshot of it on an old flash drive;
    blender_orig_cube_simple.jpg ;)
     
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