Wow, it's been a long time since I've been here.
As you probably might have noticed I stopped working on the KITT in attack mode, at that time it was just to much work.
But now quite recently I designed my own car and I thought, woudn't it be fun to be able to drive it. So I decided to give it a try to put it in MM2.
First off, I will try to put the convertible version in, maybe I'll try the version with roof later on as well, but then I want to remodel the roof first, so it looks better.
Btw, a big thanks to all you guys.
The people around here really inspired my to start 3d modeling some years ago, if it wasn't for that I might not have chosen to start a study in industrial desgn.
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- e-cobra
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Wow that looks stunning! Looks like it's based on Audi, how many polygons does it have?
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[b][size=84][color=blue]If a tree falls in the woods and no one?s around to hear it, does it make a sound?[/color][/size][/b]
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- Franch88
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I know you. Welcome back, impressive after 4 years!
Very nice car, very good work with it. Concerning if put it in MM2, for first it's necessary to know the body polygons count, and it doesn't look very high.
Very nice car, very good work with it. Concerning if put it in MM2, for first it's necessary to know the body polygons count, and it doesn't look very high.
Fiat 500 = Italian motorization. Franch88, MM2 eXtreme forum and website Administrator.
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- Technologyfreak
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The polygon count depends on my export settings, I can give it a polygon count over 2M, but MM2 wouldn't really like that offcoarse
The wheels and seats currently aren't my own designs, so I'm going to make them myself first.
Btw does anyone know whether there is a way to go from blender to Zmodeler 1.07b? Since blender doen't have pkg exporting
The wheels and seats currently aren't my own designs, so I'm going to make them myself first.
Btw does anyone know whether there is a way to go from blender to Zmodeler 1.07b? Since blender doen't have pkg exporting
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- e-cobra
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Yes, I don't know if this is the perfect way, but the way I do it is a bit tedious. First export from Blender to 3DS format. At this point, Blender will separate all vertices of your 3D model, next import this 3D model in Zmodeler 2 and again export as an old z3d file. Now open this z3d with Zmodeler v1.07b and scale the model up to 100 times, and use the 'Auto Vertex Uniter' tool to unite all vertices. (Remove doubles)Btw does anyone know whether there is a way to go from blender to Zmodeler 1.07b? Since blender doen't have pkg exporting
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[url=https://www.mm2x.com/page.php?name=Forums&file=viewtopic&t=5362&start=52&highlight=e-cobra][color=gold][size=75]MM2X Awards[/size][/color][/url]
[b][size=84][color=blue]If a tree falls in the woods and no one?s around to hear it, does it make a sound?[/color][/size][/b]
[url=https://www.mm2x.com/page.php?name=Forums&file=viewtopic&t=5362&start=52&highlight=e-cobra][color=gold][size=75]MM2X Awards[/size][/color][/url]
[b][size=84][color=blue]If a tree falls in the woods and no one?s around to hear it, does it make a sound?[/color][/size][/b]
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Yes, Export as OBJ to keep normals and scale intact, then import to ZM2 and export as ZM1 format.Btw does anyone know whether there is a way to go from blender to Zmodeler 1.07b? Since blender doen't have pkg exporting
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