|
Post by zeppelin101 on Apr 5, 2006 16:07:44 GMT -5
During the 3 week testing break between the races at Imola and Barcelona, Team KDR launched the new 2006 car. Many of the sponsors have changed, since the deal with West fell through, PIAA, a lighting company has stepped in as main sponsor, and the addition of Lycra as a sponsor means the team are once again on a sold financial base. Driver Tom Matthews said "The car is great. A lot of the extra aerodynamics have been removed to be replaced with two large wings at the back, and a triple element front wing. There is still loads of grip, possible more, and the suspension has been heavily modified so there is a lot more mechanical grip as well." Porsche are still supplying engines, and Shell are also still onboard supplying the teams oil, and Porsche have announced a new engine spec on the way before Barcelona. "The increase in power that Porsche are giving us is bound to keep us close to the Audi team. Having already partially tested the new engine, the whole package is working beautifully."
|
|
|
Post by Viper on Apr 5, 2006 16:43:08 GMT -5
That's a cool car man I'd up the GI quality a bit though cause you cna see squares all over the image ;D Anyway, reminds me a bit of the older F1 cars with the pointy nose. Great work
|
|
|
Post by zeppelin101 on Apr 5, 2006 17:58:00 GMT -5
I was going for speed over quality And that's the first car I've actually sat down and properly painted so maybe that's why it's a lot better than some of the other crap I've made Plus it's my first complete 3d model too I'm gonna get some in game shots off some friends and then once I'm sure it's alright, I'll send it off to you for the final carset along with a new helmet
|
|
|
Post by Viper on Apr 5, 2006 20:23:38 GMT -5
Yeah, I've been thinking about doing my own car, but the mapping part at zmodeller sounds really hard for me and I just don't have the drive anymore to learn that kind of stuff. I wish someone would write a MAX to gp4 exporter
|
|
|
Post by zeppelin101 on Apr 6, 2006 9:13:53 GMT -5
Lo2k was experimenting but it really screwed up.... big time Doesn't work Anyways I did some experiments, and you can modify a shape, and it will retain it's mapping, cos I made the lower lod's in max with multi-res. It's actually quite easy to map in ZM, just think of the way max maps stuff (planarly) and then place each planar mapping section on a texture, and that's basically it
|
|
|
Post by Viper on Apr 6, 2006 9:40:10 GMT -5
How exatcly was he trying? Cause you can't convert max file. Everyone knows that. This would probably have to work as a plugin from inside max.
|
|
|
Post by Mαττ on Apr 6, 2006 10:37:50 GMT -5
looks very good indeed!
|
|
|
Post by zeppelin101 on Apr 6, 2006 10:43:11 GMT -5
How exatcly was he trying? Cause you can't convert max file. Everyone knows that. This would probably have to work as a plugin from inside max. He was working on a maxscript exporter, but the meshes he exported from it either didn't show up in ZM, or the normals were so bad that there was nothing that could be done to fix them in ZM, at least that's what he told me, and he also mentioned a limited understanding of exporters
|
|
|
Post by Viper on Apr 6, 2006 11:32:39 GMT -5
Well, I have very limited knowloadge on exporting so I am not the right guy to do it. But if he really is interested in trying, he should try and read the MAX SDK and if he needs help, he should try the autodesk forums.
|
|