Poll

What cars should I do next?

Exotics (Classic and modern)
Tuners
Muscle cars (Classic and modern)
Family sedans/hatchbacks/pickups/SUVs/etc
Luxury sedans/SUVs/etc
Other (Please specify)

Author Topic: TheTurtorn's vehicle topic - bullrout drag, p.22  (Read 69527 times)

What modeling program is that?

Oh Dang!!! You beat me to Modeling that Car! Oh well..

What modeling program is that?
« Last Edit: July 02, 2014, 09:40:26 PM by Robo Dude »

make an initial D variant using these symbols ブロック陸 which is blockland

foglights and kinda-drift, no spoiler, carbon fiber roof

What modeling program is that?
3ds max
Oh Dang!!! You beat me to Modeling that Car! Oh well..
Whoops, sorry :P
Never knew you model cars too
make an initial D variant using these symbols ブロック陸 which is blockland

foglights and kinda-drift, no spoiler, carbon fiber roof
Like this? Shouldn't be a problem making it a livery since I plan on adding CVS aswell

Never knew you model cars too

Yea, I just started about 2 weeks ago. I've been Modeling a 2010 Chevy Aveo5.


now all we need is this

Dear god that car is amazing!

Sure, send 'em over PM

Though I'm not going to put everybody in, only my buds
you should just put in the defaults and you and filipe
like the already saved ones

and maybe gay pirate

you should just put in the defaults and you and filipe
like the already saved ones

and maybe gay pirate
-_-

Yea, I just started about 2 weeks ago. I've been Modeling a 2010 Chevy Aveo5.
Alright, good to know
you should just put in the defaults and you and filipe
like the already saved ones

and maybe gay pirate
For now I'll keep it as Blockhead and cool peps

   Just a heads up, I'm currently trying to export Evo with all the animations (I haven't learned how to export .dsq yet alright) - my tactic is to export the stock variant, and after it'll work like it's supposed to move on to other specs - it'll be less messy and faster to edit the stock spec into others than trying to get all 4 to work at once.
   Though, the problem here is that I'm loosing my smoothing groups on export when exporting on meshes with skin modifier applied, which is required to tell the engine that the mesh is supposed to move with the specified bone(s). (you don't even need bones if sequences are inside the .dts) After a quick Google search it seems like the problem might be in Vertex Normals, and, well, I never ever used them, so, um, yeah. Good thing there's official documentation and tutorials on it. Don't worry though, I'm not gonna give up on it.

oh yeah theres gonna be a coupe for the diadem too rite?

do you use a blueprint or something for these? are they stylized to fit blockheads or are they authentic to the actual car shape?

do you use a blueprint or something for these? are they stylized to fit blockheads or are they authentic to the actual car shape?
they are stylized to fit blockheads.

Is the Evo going to have a convertible varriant or part idk..

Think of 2 Fast 2 Furious..