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theblackangel18

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Posts posted by theblackangel18

  1. 6 hours ago, itchboy said:

    Not to be too hard on you but that thing is quite a bit high poly which would make UV mapping it harder.

    For the time being, what you have so far is correct. You only need to make a texture for the reel based on the UV map you did.

    Don't worry, i handle the problem myself. You can close this thread.

  2. Hi guys,

     

    I've been working on something but i need some help... I'm trying to do a hose reel, modelling is done and now i'm apllying textures to it. I'm having an hard time finding a good hose reel texture since i didn't modeled the hose for performance purposes. Could someone help me finding a good texture and the best way to set it up? Feel free also to give another idea for this problem.

     

    Cheers

     

    PS.: If anyone knows how to perfectly bend cylinder to create rounded shapes, please let me know!

    Hose Reel UV.png

    Hose Reel.png

    Hose Reel Cuts.png

  3. Hi everyone,

     

    I would like to know what is a "dummy" in the scripts? I know that's used in freeplay mode for the limited water script but would it be possible to use it in campaign mode?

    And a final question: Do you know if campaign mode gives more opportunities to do a realistic mod than in freeplay mode like had a pump management or limited equipment?

     

    Thanks a lot!

  4. 12 minutes ago, itchboy said:

    I think the model outline follows the vehicle, however the part above the front left door/roof is too curved.

    Using blueprints or real pictures will depend on preference. People like myself and MikeyPI use real photos. Others use blueprints.

    Blender's bevel tool didnt do anything for me when it came to working on cars. It couldnt do the curves I was looking for...wasnt the magic bullet for making car surfaces. Instead I have to hand move them to place by hand. However, Blender and Zmod have a tool known as FFD (in Zmod) and Lattice Deform (in Blender) to curve out the outline of the model. Both programs save me the time and trouble of moving hundreds of vertices to form a believable curve on the outline, but wheel arches, door moulding, trim and the corners/front/rear have to be done by hand regardless.

    unknown.png

    Something I did in blender using the extrude and move tool. This is an old box, but the logic still applies to modern cars. Doing this requires an eye for how to "subdivide" a real car into edges that you re-create in the modelling software.

    Thank you for the advice itchboy! Your advices have been very helpful and very motivating to learn more about 3d modelling.

     

    I've tried doing something new again with all of your advices. I tried to divide the truck to make the model realistic enough but something is weird near the fender, idk what the problem could be...

     

    Here some pictures:

     

    http://www.emergency-planet.com/uploads/monthly_2019_12/1235631321_volvo2.PNG.818b186c1a88aa6e20bbdd41f97295fd.PNG

    http://www.emergency-planet.com/uploads/monthly_2019_12/Volvo.PNG.01dd5bb14de2aa80853cc7967086bb43.PNG

     

    PS: I can't take good pics with blender... so sorry for the bad quality of those

    volvo 2.PNG

    Volvo.PNG

  5. 37 minutes ago, Miggles said:

    Control + B if you want t bevel an edge, Control + Shift + B if you want to bevel just a vertex.

    You can use just those two views, however in my experience it requires more experience 🤣 Just get another reference photo that shows you the different angles and curvatures and adjust what you've made from the blueprints

    Oh ok xD yeah i will look up in internet for more photos and i will post here an other result of the 3d model

  6. 11 hours ago, Miggles said:

    🤣 It's actually a super cool bevel feature, can do something as simple as a curve with a specified number of edges to customized shapes. But anyways to OP, I would find a better picture of the side view to get your side dimensions correct. After you're done with that, you can use reference images to judge where you need to curve the cab inward. The hardest part for me with using Blender is getting nice topography; look up some Youtube videos on Blender modeling to see what I'm talking about. That will help a lot down the road if you decide to go with a low-poly base and then add in the subdivision surface modifier later

    Well you have got to tell me what hotkey is that for me to test xD

    By the way, i've found this blueprint and i don't know if it is good (it's the blueprient that i've used to do the 3d model you see above)

    Volvo N7 6x2 Truck (1977) [LIMITED to 500px].jpg

  7. 3 minutes ago, EmC-Unit said:

    I mod in Zanoza Modeler 2, and there is no option for it. I just deattach one part, and scale it a bit, than add polygons by hand

    I tried to do it in blender with the bolean modifier but i'm not  quite happy with the result lol otherwise thank you for the advice

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