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HummersRock
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I doubt Rippance would host it on this site, but I would host it on mine and I'm sure Franch88 and Toyzidro would do the same.
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Post 28 Apr 2008 09:43 pm
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Toyzidro
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I will publish your tutorial at MM2BR and release 2 versions: original and translated to portuguese.
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Post 28 Apr 2008 11:35 pm
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Rod
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Very useful tutorial!
I am waiting the next lessons, especially that part of texturing.
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Post 28 Apr 2008 11:42 pm
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Silent1Unknown
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LESSON 2: MODELING
PART 2: The Rest of the Body.......or atleast half of it


Yes, there is a shortcut. Once we make half of the body of the car, we can duplicate that half, flip it and stick the two halves together. But first, we complete half the body. Let's go!

Let's continue by making the top of the car. Go Create>Faces>Single and make a face in Top view like this:



Notice where the last vertex is placed in the 3D, Right or Front views. Its placed on that center plane again. No matter, we'll make the whole top before we move around those vertices. So make every part of the car you can see in the top view like so:



Select the vertices as circled above using the rectangle selector tool. Go to Modify>Move and select the Y-axis button. Move the selected vertices to their proper postion using the Right view or Front view.



Unselect those vertices and continue to move the other recent vertices to their correct positions. You may have to switch between the X, Y, Z and H+V locks to help you achieve this:



Then complete the front and back views in a similar manner. When the new vertices fall on that center plane, move them out using the Z lock. To access back view, just click that corner button on any window, click Back, load the blueprint image for it and make those faces.



TIP: I circled a few useful tools in the picture above. They help you to zoom in/out, pan view and things like that. I find them pretty annoying so what I do is I just use the mouse scroller to zoom and pan. How? Suppose you're zoomed in somewhere near the front of the car in top view and now you want to quickly view the back of the car. Use your scroller to zoom out until you see the whole car, move your cursor over the back of the car or wherever you want and then scroll again to zoom in there. I find this much faster than using the above mentioned buttons. Just thought I'd share this.


Finishing the back will be a bit tricky since you'll be seeing all the faces you've made in the front and so it might confuse you. First, disable the "See-through" feature in Back view. Then, click on 2 vertices in the Right view window and click a third time in the Back view window.


RULE: Faces are one-sided, meaning that one side is solid gray and the other is transparent (you won't be able to see it). Whichever viewing window you finish the third click to make a face, thats the view you'll be able to see the face (solid).


Finish up the back view.


TIP: Make one face, move its vertices to their correct places, make another face, move its vertices...repeat.


By now, you must be thinking, "This is a pretty sh!tty model, what about all those details?" ..... because I am too. But I chose this route because it allows me to show you a very powerful method - BREAKING. (Thanks to Burner for introducing this method)

You can break either edges or faces. Let me demonstrate the power of breaking.


Lets Focus on the Right view window. Go to Modify>Break and either click the button circled in red (see below) or press 2 on your keyboard and then click once on your car to set it on "Edges" level. Then click on the two edges as shown below and vertices will appear there!



Now go to Modify>Reorient and click the edge as shown below.



To see how this works with faces, get into faces level by pressing 3 or clicking the "Faces" button and clicking once on your car. Go Modify>Break and click anywhere in the middle of any face and thats where a vertex should appear. Reorient edges if necessary. Delete those extra faces by going to Modify>Delete and clicking on the faces individually. Make sure you are on FACES level when deleting the FACES.



TIP: When breaking and reorienting edges, it may get a little confusing if you leave all the reorienting for later. So break a few edges/faces at a time, reorient them and repeat. Its best to make a line of vertices (not on the same edge) all the way around the model and reorient nearby edges. Example:



The idea now is to make edges so that they can define details of the car such as headlights, windows, wheelwells, curves, bumps ...etc. Continue to break, reorient, move and delete until you something like the picture below. Refer to your photos to see where you need to add curves and such details. You can add as much detail as you want, but I'm going to keep it simple.


TIP: When moving vertices, make sure to keep the body smooth. Press W to turn off (if on) the wireframes and this view can help you determine how much to move the vertices to keep the body smooth.


If you didn't understand the power of detaching, let me put things in perspective. We could have made all those details face by face. And every time you make those faces, the new vertices would have been placed on the center plane and you'd have to move them all to their proper places. This would take a long time and make it difficult to get a smooth shape. When you make a simple box (like we did in this tutorial) and start breaking to make faces, it preserves the shape you already have and you will only need to make slight adjustments to make a nice, smooth shape of a car.

You should've noticed by now the blueprints aren't that accurate. Recall that when I mentioned the blueprints test, I said the positive results MOST PROBABLY (98%) indicate a good blueprint. There, no one can sue me now. Maybe we should have checked if the Front and Top views matched. I should also add to that test; in the Side view of the car you should be able to see full headlight and tail-light, some of the grille (front portion of car) and license plate area (back portion). I only hesitated to mention this before because the Top view showed that the Jeep has a pretty flat front and back so I thought it wouldn't show those details in Side view.

But anyway, do the best you can. Keep those reference photos handy.

Start making the bottom:



Now, we make the wheelwells. Go to Create>Faces>Fan and make the faces like below:



Then fill up the empty space with faces (Try using Create>Faces>Strip) and bring them away from the center plane to somewhere near the middle. Position those vertices correctly. Repeat for wheelwells near the front of the car.



Pressing "Q" on your keyboard turns on/off the flatshading view.



When flatshading is turned off, this view will represent what the car will look like if you decide to put it in Midtown Madness 2 or any other game. You see a lot of dark areas? We need to fix that by calculating normals.

How to Calculate Normals:
In vertices level, go to Select>All and right-click on any vertex. All the vertices in the object should be selected. Press "Space" on your keyboard to turn on SEL. Then go to Surface>Normals>Calculate and left-click once on any vertex. Most of the dark areas should have disappeared. Unselect all the vertices by going to Select>None and right-click on any vertex. If there is any darkness left, it should be around the those faces that are nearly perpendicular or make other sharp angles with each other. To fix these dark areas, we need to detach some faces.



How to Detach Faces:
First, you should think for a moment about which group of faces you want to select. You want to select all the faces between two or more edges that you want to show up as sharp. In faces level, go to Select>Single and right-click a face to select it and repeat this to select all the necessary faces. Turn on SEL and go to Create>Objects>Detach and then left-click on any selected face. A box will pop up asking for the name of the new object you just created. Rename to "Surface2" and click OK. Unselect the faces by going Select>None and right-clicking on any selected face. Switch to Objects level (press 4) and also Select>None here. Now we have to join the objects back together again.



How to Unite Objects:
In objects level, Select>Single and select the two different objects by right-clicking on each. Making sure SEL is on, go Create>Objects>UniteSelect and left-click on any selected object. Rename the new object to "half-body" and click OK. Select>None on objects level to deselect everything.

Whats the point of detaching and reattaching as we did? The objects are reunited but not the faces we detached earlier. Calculate normals again on the final object and......VOILA! We are done half of our model!




My model here is pretty inaccurate since its meant to be a quick model. But it serves well enough to allow me to show you the basics. I hope your model looks better than mine.

NOTES:
-Save often!
-When making faces, try to develop a pattern so that all the triangles are pointing the same way or every other edge is nearly parallel. Do { |\|\|\|\|\|\|\| } instead of { |\|/|/|\|/|/|\| }. If you've already made the faces without pattern, just reorient that edge by going Modify>Reorient and clicking on the edge.
-If nothing seems to be happening, check whether SEL is on or off. Remember, for single items (vertex, edge, face, object), SEL should be off and for multiple items (vertices, edges, faces, objects) SEL should be on.
-If you make a mistake, quickly undo by pressing Ctrl+Z. Redo by Ctrl+Y.
-When breaking edges, skip every other edge. The edge that you skipped is the one that will be reoriented....most of the time. This saves you polys.
-If a view looks crowded due to all the faces and vertices from before, you can temporarily hide them. Select the vertices or faces and go to Display>Hide and click on a selected vertex or face. POP QUIZ: Will SEL be on or off? Mr. Green If you want them back, go Display>Unhide. CAUTION: DO NOT HIDE ALL THE VERTICES OR FACES IN AN OBJECT AT ONCE!!! NEAR IMPOSSIBLE TO RETRIEVE. You may want save just before this procedure.


Thats all for now I think. Next Lesson, we learn to texture (color) the body.


JUMP TO ANOTHER LESSON:
LESSON 1: SOFTWARE & BLUEPRINTS - PAGE 1
LESSON 2 PART 1: MODELING THE SIDE - PAGE 2
LESSON 2 PART 2: MODELING THE REST OF THE BODY - PAGE 3
LESSON 3: TEXTURING - PAGE 3
LESSON 4 PART 1: FINISHING TOUCHES - PAGE 4
LESSON 4 PART 2: THE OBJECT LIST - PAGE 4
LESSON 5: PACKAGING TO .AR - PAGE 5
LESSON 6: THE EXTRAS - PAGE 6
LESSON 7: MODELING REFINED - PAGE 6
TUNING AND AUDIO FILES EXPLAINED - PAGE 7
HOW TO MAKE ANIMATED TEXTURES - PAGE 8
HOW TO MAKE A COP CAR & SIRENS - PAGE 11

DOWNLOADS:
PDF VERSION (LESSONS 1 - 7 ONLY) + JEEP.Z3D + JEEP.AR - MMARCHIVE - MM2X
LESSON 1 - VIDEO
LESSON 2 - VIDEO

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Most Helpful to the Community Award
Mr. Nice Guy Award
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Last edited by Silent1Unknown on 08 Mar 2009 12:43 pm; edited 4 times in total
Post 30 Apr 2008 07:08 am
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wannagoodcar
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Will you release this when you are finsihed. Would be great if you did so Rolling Eyes
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Post 30 Apr 2008 07:44 am
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alexsim2004
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Again, a very useful tutorial - I will be following it and seeing what my final result is Smile
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Post 30 Apr 2008 09:23 am
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busboy99
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Wow! A competitor to Asaways Toutorial.
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Post 30 Apr 2008 04:07 pm
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Franch88
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Very nice tutorial, well done. Very Happy
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Post 30 Apr 2008 05:53 pm
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Rod
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Cool! I'm waiting the next lessons
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Post 30 Apr 2008 08:39 pm
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thenthornthing
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Another cool bit to the tutorial Very Happy
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Post 01 May 2008 06:03 am
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Bradley_Wint
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busboy99 wrote:
Wow! A competitor to Asaways Toutorial.


Who is Asaways? Don't disrespect the guy's name...get the spelling right.



Anyway...I'm gonna start putting this into HTML tonight, if that's fine with you.
Post 01 May 2008 02:20 pm
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Silent1Unknown
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I apologize for the poor quality screenshots last time. I guess I got stingy over a few KBs but my upload speed is kinda slow or atleast I don't like to wait for uploads. I realized, however, that its worth the wait to get better quality screenshots up, so I fixed this lesson. I may replace previous pics.


************



LESSON 3: TEXTURING


So we made our half-body last time. Before we duplicate it, lets texture (color) it first. To texture, we need some images (aka textures). These images must have square dimensions (32x32, 64x64, 128x128, 256x256,...) and they must be saved as .bmp or .tga.


I've already prepared all the textures we'll need. You can just copy them since they satisfy the two conditions mentioned above.

1. 2. 3. 4. 5. 6.


Their names should be as follows:



Keep these in a new folder named "TEXTURE" and have no intention to move the folder around to different places in the future. Might as well make a folder named "03 Cherokee" first and have inside it the .Z3D file, blueprints and the "TEXTURE" folder.



In ZM, press "E" on your keyboard or click the button circled in red to bring up the Material Editor. There's only one material present at the moment and its called <default material>. Copy it 3 times to get a total of 4 copies.



Choose one copy and rename it to "details". Also, load the "details" texture I provided for Primary Texture.


Similarly for the other 3 default materials:
Rename: black; Load the texture called "anything black" for Primary Texture.
Rename: main body; Load "cherokee_green"
Rename: wheels; Load "wheel"
And then press OK.

EDIT: Its always a good idea to keep another extra copy of the <default material> just in case. We might need it later.



Lets texture the headlights first. Make sure to have Front view and 3D view active. Change another of the remaining windows to UV Mapper view.

Select the faces (in faces level) in the Front view that make up the headlights.



Now right-click on "half-body" in the objects list and go to Faces>Properties. A new box will appear. Select "details" from the list in the drop-down menu and then click OK.



While Select>Single is on, also go to Surface>Mapping>Assign UV. Then click on a selected face and your UV Mapper view should look like this:



Unselect all selected faces by going to Select>None and right-clicking on any selected face. Get into objects level by pressing "4" and turn off SEL. Hide Surface>Mapping>Assign UV and Select>Single and go to Modify>Move instead.


Move your headlight faces in the UV Mapper view until they match the headlight texture. My headlight faces appeared to be a bit smaller than the picture of the headlights. Get into vertices level and move the vertices until they match the picture. If you move them one by one, you'll notice the vertices come apart, but don't worry about it. Whatever you do in UV Mapper view doesn't affect your model's structure in any way. Rather, it only changes the texturing scheme of your model...where the colors go. While texturing, refer to the 3D view to see if the textures have been placed the way you like.


TIP: Use the rectangle selector tool to select all the vertices at an intersection point and then move them.



Similarly, texture the other details.


UV Mapping is easy if you remember the rules.

The Golden Rules of Texturing:
1. Load textures in Material Editor.
2. Select>Single and select the desired faces.
3. Check the properties of the newly selected faces and select the correct material for them.
4. Making sure SEL is on, go to Surfaces>Mapping>Assign UV and click on a selected face in faces level. They will be transferred to UV Mapper.
5. Unselect the selected faces (not in UV Mapper) and turn SEL off.
6. Modify the object in UV Mapper view if its necessary to make a nice fit.
7. Save your work.



Next, we do the body.


Select all the faces of the body. You many want to use the rectangle selector tool for some parts or select all faces (Select>All) and subtract (Select>Single and right-click on selected faces) the headlights, windows, bottom and such. Change the material to "main body".



When you get the faces into UV Mapper view, they will be larger than the texture. Go to Modify>Scale and make sure the H and V are locked (not X,Y, or Z). Click and drag on the object (in object level) to shrink its size and then move it on top of the texture.



Onto the windows, wheelwells and bottom of the car. These will be colored black so change the material to "black". I "accidentally" forgot to subtract the bottom faces when texturing the main body so the bottom is also green. Before going to Surfaces>Mapping>Assign UV, go to Surfaces>Mapping>Reset UV and click on the selected faces. All previous textures will disappear from the selected faces. Now continue on with Surfaces>Mapping>Assign UV and you should get something like this:




NOTES:
-For a different lighting scheme in 3D view, you can go to Options>3D-View and turn on Specular Highlight.


Thats all for now I think. Next lesson, we do some finishing touches to our model and maybe move on to other small but necessary objects.


JUMP TO ANOTHER LESSON:
LESSON 1: SOFTWARE & BLUEPRINTS - PAGE 1
LESSON 2 PART 1: MODELING THE SIDE - PAGE 2
LESSON 2 PART 2: MODELING THE REST OF THE BODY - PAGE 3
LESSON 3: TEXTURING - PAGE 3
LESSON 4 PART 1: FINISHING TOUCHES - PAGE 4
LESSON 4 PART 2: THE OBJECT LIST - PAGE 4
LESSON 5: PACKAGING TO .AR - PAGE 5
LESSON 6: THE EXTRAS - PAGE 6
LESSON 7: MODELING REFINED - PAGE 6
TUNING AND AUDIO FILES EXPLAINED - PAGE 7
HOW TO MAKE ANIMATED TEXTURES - PAGE 8
HOW TO MAKE A COP CAR & SIRENS - PAGE 11

DOWNLOADS:
PDF VERSION (LESSONS 1 - 7 ONLY) + JEEP.Z3D + JEEP.AR - MMARCHIVE - MM2X
LESSON 1 - VIDEO
LESSON 2 - VIDEO

_________________
2010 MM2C AWARDS
Most Helpful to the Community Award
Mr. Nice Guy Award
Helping Hand Award


Last edited by Silent1Unknown on 08 Mar 2009 12:43 pm; edited 2 times in total
Post 02 May 2008 04:13 am
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thenthornthing
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I find texturing the one of the most difficult parts to explain to someone when i help people making buses.
The way you have put it in this tutorial makes it easy to understand Very Happy
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Post 02 May 2008 05:51 am
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busboy99
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Bloody hell! Look at that! Well done!
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Post 02 May 2008 09:07 am
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alexsim2004
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Another great tutorial installment Smile - makes it very easy to understand for modelling n00bs like me - lol
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