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> HS low poly 1998 VW New Beetle, Need help texturing!
HeavyShellKoopa
Posted: Mar 26 2014, 10:06 AM
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Technically they do, but it's from a Nintendo 64 game and lacks interior and all. I'm not sure, it might actually be TOO low poly, but I won't know until I get it extracted from the game. XP

EDIT: Woooooah, yep! A bit TOO low poly for my tastes to be truthful... Pics for evidence. The polies on this thing are probably in the double digits.

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NFS Police Force
Posted: Mar 26 2014, 10:13 AM
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Cool if you can do it then do it biggrin.png .


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HeavyShellKoopa
Posted: Mar 26 2014, 12:13 PM
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No progress on the car itself, but I did make a vidwall for it using a tutorial from this forum! (Thanks AJ Lethal!) Note, these are the new textures "draped" over the old body style, you can tell because the windows are still black and there's a spoiler.

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Police 911
Posted: Mar 26 2014, 12:51 PM
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Welcome on bord buddy! You have make a great work with this car!


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HeavyShellKoopa
Posted: Mar 26 2014, 12:54 PM
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Thank you very, VERY much, but it's not 100% my work, I'm modifying an existing vehicle. It's my first Need for Speed High Stakes project. XP


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NFS Police Force
Posted: Mar 26 2014, 01:28 PM
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Well done buddy. biggrin.png Now you need to learn how to do windows .


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HeavyShellKoopa
Posted: Mar 26 2014, 01:31 PM
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Well, thank you, but again I didn't technically do that. The car was already textured, but I edited the CAR00.TGA file and added visual elements from the stock 1998 New Beetle. It was just a test to see if it all lined up properly. The new model WILL have windows. tongue.png


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HeavyShellKoopa
Posted: Mar 27 2014, 01:54 AM
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Double post, I know... But here's the new model ingame! Still no windows or textures, but I set it to a blank texture to get a good feel for whether the model was too low poly or not... I think it's just right for High Stakes. smile.png

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XJ220
Posted: Mar 27 2014, 06:09 AM
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Seems I should check this topic more often.

1. It's good to see that resetting the UV did fix the crashing. What it does if you don't do something else is that it maps all polygons onto a tiny spot the size of less than a pixel resulting in a plain color for the whole car. The color can be found in the top-left corner of the texture you use with influence from the colors of the other corners due to resampling algorithms.

2. You obviously pressed Shift while assigning the UV which results in the pattern you show – every polygon has the whole texture mapped onto it. Reset again, then select e.g. the polygons that make up the cars side, activate 'Assign UV' and click the polygons in a viewport that shows the car from the left/right WITHOUT pressing a key. You will see that the mapping is not random at all but will show the same shape in the UV editor which you can edit by switching to vertex/faces level there.

Actually, I think it'd be a good idea for you to read a tutorial on how to map with using ZMod. That's how I learned it, too wink.png I uploaded the one the programmer behind ZModeler wrote which I used to learn how ZModeler works: http://nfspolicehq.com/index.php?ind=downl...y_view&iden=814

By the way my Beetle isn't that high-poly, even in terms of High Stakes. Though I have updated it since its release and increased the model's efficiency which resulted in nicer wheels and a lower polycount. Perhaps I should update the version that's online.


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HeavyShellKoopa
Posted: Mar 27 2014, 06:27 AM
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Thanks for the advice, due to outside circumstances I probably won't be working on this car for the next few days, but I REALLY appreciate the help and I promise as soon as I get to feeling better that I'll see if I can't finish this project up and provide a high quality, low poly, career ready car. smile.png


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