Blender crashes every time I try to do a certain operation so I have to work around the problem :P The engine is still a secret.. It is not far away from 20L :P
i tried aironeracing but when i open blender it says that its not compatible, would anybody be able to make ANY porsche compatible with blender for me, and are you able to skin these cars also?
well, when you download a car from aironeracing com, its in a .rar file. extract all the containing files into a folder, then open blender, then press file>import>3ds and find the .3ds car file
the bumper look's really good but dont u think, that the exhaust is a bit too big? + u need to extend the wall or add something to the top right corner, cause there's nothing there, just a black spot and I really like the way the lights under the car look, i suppose it's neon, or am I wrong?
p.s. currently working on a scene, where there is a rx7 and another car (havent decided what car) maybe ill post WIP later
The render was just a test to show the bumper.. It was done in the lowest quality too :P It is supposed to be noen, yes.. Post some WIP screens soon
It is supposed to be drift style so I leave the exhaust until I am done with the whole bodykit : )
if it's drift style, then maybe delete the antena on the roof and the nos, cause drift cars don't have nos, except maybe in NFS, oh, and maybe add a rollcage, I think it will look a lot better then
ok, the shelby gt500 looked kinda weird, so i deleted it don't have any WIP screens yet, cause i have only the rx7 and the brackground, nothing special, but here's something else u can look at :P http://imajr.com/shurisword-1172220
you have to open a new scene, and import it as 3ds. the model will need work preparing since most of the material data is lost, and in most case the position will be shifted.
and you can skin them, they are UV mapped, you can produce a wireframe template within blender itself.
yup from aironeracing to blender, just about 30mins of sorting out stuff, nothing majorly skillful needed, you just have to figure out where to put the textures and understand how EA construct the models, for example the door seams have both a col texture and an alpha, if you have any problems just ask.