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How did you find this tutorial?
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kyllerocksyoursocks
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yes actually it does. or else no one would bother using so many polys.
Post 15 Aug 2008 11:31 pm
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HummersRock
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What b12man said is pretty much true. Just look at Burner's cars, even though some will be 30,000 polys they look like they're 50,000. And having more then needed on any flat surface is a waste.
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Post 15 Aug 2008 11:34 pm
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kyllerocksyoursocks
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i know that it is a waste of time but i have 3 weeks left until school starts again and i have no way to spend it so im gonna do this Smile and yes i have had lots of experience in zmod
Post 15 Aug 2008 11:36 pm
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b12man
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HummersRock doesn't mean a waste of time, he means a waste of polys Razz
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Post 16 Aug 2008 02:13 am
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marzez
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thanks Silent. i'll try a different version of ZM...

EDIT:My copy of zm only lets me name my materials <texture name>0 where <texture name> is the name of the image i have set to texture it. there is a link to it on the forum "First car not working! help!!" could someone open the .pkg and re-export it with the correct names?
i tried zmodeler 2, but it kept crashing all the time.
thanks for the help.
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Last edited by marzez on 17 Aug 2008 07:22 am; edited 2 times in total
Post 17 Aug 2008 12:53 am
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Silent1Unknown
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The second video tutorial is released. It is of Lesson 2 (Parts 1 & 2). Find the link below.

http://www.mediafire.com/?mzzwo0hth14


Sorry it took so long. This is actually a second attempt. The first try was almost 2 hours long, 90MB and had a much more detailed model. I started again from scratch and cut out a lot of detail. Now, its about 45min and 35MB. It was originally taken at 1024x768, but then converted to 512x384.

I forgot to mention in it, that you can just save the file (as .z3d) in the same folder where the blueprints are.


EDIT: It seems the video tutorials arent that popular and its a hassle in making them. So, I think I will stop making the rest of the lessons. I will continue with writing more tutorials... if I find anything.
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Last edited by Silent1Unknown on 10 Jan 2009 02:31 am; edited 1 time in total
Post 23 Aug 2008 05:55 pm
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marzez
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Is it vital to detatch faces & calculate normals?
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Post 15 Sep 2008 07:22 am
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evo
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marzez wrote:
Is it vital to detatch faces
I think so
marzez wrote:
calculate normals?
Only if you want to I think
Post 15 Sep 2008 03:07 pm
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Silent1Unknown
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You want to detach edges that are supposed to show up as sharp or faces that meet at sharp angles. They do make a big difference sometimes. Try it out with your car, and if you dont like it, then undo. I wrote a short tutorial about it somewhere around here, let me see if I can find it.

Ok, here it is:
Silent1Unknown wrote:
How To Fix Normals The Easy Way:

1. In Vertices level, go Select>All and then right-click on any vertex.
2. Make sure SEL is on.
3. Go Surface>Normals>Calculate and then left-click on any (selected) vertex. Done. Turn SEL off, deselect vertices (Select>None then right-click).

Now that I look at your screenshots again, I think you already knew that. But the dark spots around the doorlines won't go away, right? You have to detach those doorline faces from the rest of the body and then Calculate the normals.

The Power Of Detaching Faces And How To Do It:
Zmodeler assumes you want a smooth model, so it smoothens all the groups of attached faces. What if you want a sharp edge? You detach that edge by detaching the faces on either side! So:
1. Identify the line you want to show up as a sharp edge. Follow it all around the model, don't just look at part of it.
2. Notice the line has faces on either side of it. Choose one side and select all the faces making the line from that side and the faces that touch those faces (away from the line)...until you come to an edge of the car or another line you want to show up as sharp.
3. Go Create>Objects>Detach and make sure SEL is on. Left-click on a selected face. The collection of the faces you previously selected will separate from the object it initially belonged to and will become a new object, so give it a new name.
4. Reattach the new objects, but this time in the Objects level. This way, all the faces are part of one object, but the faces are not necessarily attached to each other.
5. Repeat above steps until you cover all the lines you want to be sharp. Then Calculate normals. This should also get rid of the dark spots.

Here's an animated tutorial (save it while you can):


However, I suggest you leave this until you're ready to mirror or you already have mirrored half of the car you're working on now...ie when all the modeling is done.

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Post 15 Sep 2008 07:01 pm
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marzez
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thanks. also, i managed to get my car in-game. (finally)
thanks for the help, i hope to upload it soon. (no promises though.)

EDIT: my car (although it can hardly be called a car as much as a low-poly box... still, it's my first car.) is now available for download from: www.mm2-creations.synthasite.com

EDIT #2:
can I host this tutorial on my website? (mm2-creations)
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Last edited by marzez on 24 Sep 2008 07:01 am; edited 1 time in total
Post 17 Sep 2008 12:38 am
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marzez
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Just a question; does anyone know where i can find a tutorial on creating a vehicle with 2 rear axles, and a tutorial on making a trailer?

also, the link to the .pdf form of the tutorial is broken.
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Post 24 Sep 2008 07:00 am
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Silent1Unknown
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marzez wrote:
Just a question; does anyone know where i can find a tutorial on creating a vehicle with 2 rear axles, and a tutorial on making a trailer?

also, the link to the .pdf form of the tutorial is broken.

Try the search button at the top and type in trailers or whatever. I'm sure you'll find something in the older posts.

Yes, the old link doesnt work because the file was moved. I forgot to update the link here at MM2C. Here is the updated download link. You can also get a direct download from MMArchive and MM2X.

Actually, this pdf is out-of-date since it doesnt include the last few lessons such as the part about tuning info and animated textures. Once I finish my next car, I will post something about using splines to model and maybe how to add sirens. Then I will update the PDF or just make a Part 2 to the PDF.
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Post 24 Sep 2008 04:12 pm
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b12man
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marzez wrote:
Just a question; does anyone know where i can find a tutorial on creating a vehicle with 2 rear axles, and a tutorial on making a trailer?

also, the link to the .pdf form of the tutorial is broken.

For the second rear axle, do WHL4_H:m and WHL5_H:m Wink Trailers... I forget how.
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Post 24 Sep 2008 10:12 pm
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marzez
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thanks for the tip. Also, if i do a whl6 and whl7 will that make wheels 2 and 3 front wheels?
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Post 26 Sep 2008 11:55 pm
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b12man
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MM2 only supports up to 6 wheels, I believe. Although I'd like you to try WHL6 and 7, to see what happens. You never know...
Good luck Smile
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Post 26 Sep 2008 11:57 pm
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