Modelling cars - Chevrolet Camaro 2010

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

Hello there. Trying out something new I decided to make some car model starting with model of Chevrolet Camaro 2010.
Image

Following a two-part tutorial I end up with this geometry. Basicaly I downloaded untextured geometry and modified it to look more real (added backlook mirrors and modified a bit of body in places). Then unwrapped UV mapping to something recognisable and now I am making texture for it. You can see it isn't done yet, but basicaly it has the shape of the car. As you can see, it has a czech plate of city Prague. It is a bit smaller as it is painted on the geometry and first it was unrealisticaly distorted. I had to shrink also the other plate located on the back, though it wasn't such distorted as the front one.

After finish, I would like to make it available for download, with source PSD file for Photoshop users to make their own texture, source BLEND file for Blender users (which is also the app I used to make this model), resulting MD3 for use in game and of course resulting texture of the car. But say, do you wanna that model be published? It will be in the standard jacket (yellow with black stripes), maybe I will make more color variation, but this one will be default. It will be provided through Dropbox Shared folder, then probably will be moved to my sites and download link updated.

It is my first game model that will be ready to use for everyone in any map for any id Tech (up to idt 3) related game. That includes of course Quake 3, so if anybody will want to experiment, the model is free to use :)
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Eraser
Posts: 19168
Joined: Fri Dec 01, 2000 8:00 am

Re: Modelling cars - Chevrolet Camaro 2010

Post by Eraser »

Hey that doesn't look bad at all :up:
keep it up!
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

Thanks :)
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

One little question: Radiant supports .obj model format - which Blender is able to export. But how to modify texture path to be correct? There is mtllib with material file link (.mtl), but I need to specify the texture itself directly in the correct form in order to load model in Radiant. I have to make an ASE anyway in correct scale, so I might edit material texture in the ASE file...
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Modelling cars - Chevrolet Camaro 2010

Post by Theftbot »

KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Modelling cars - Chevrolet Camaro 2010

Post by KittenIgnition »

Just delete the mtllib and the reference line in the obj, then find the usemtl line and set that to your shader name (textures/kitteh/cartexture).

Almost all my work is with obj format ATM :D
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

Looks like I will play with the scale a bit. Anyway, I already converted imported OBJ model to MD3 with MilkShape. For new models I will always use Blender, for prepare them to game I use MilkShape :)
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Perle
Posts: 65
Joined: Sat Mar 07, 2009 4:08 pm

Re: Modelling cars - Chevrolet Camaro 2010

Post by Perle »

Hey.

Do you still have the camaro model? I would like to use it in Q3Rally.

Regards
[b][url]http://www.per-thormann.de/[/url][/b]
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

@Perle: Yes, it still sits on my hard drive :) I need to make shader to make the glass actually glossy :) If you are interested in the importing model into Q3Rally, I'd give you source blender file instead so you can edit the mesh to make interior :) Good would be to make wheels turnable (both the four wheels on the floor and the turning wheel in the cabin) :) And the lights would be great to make turnable on/off independently like on the real car :)

I made the model to be used as a map object (decoration model), it was not designed to be used for a player model. So this is why it has no interior and the lights are always on :)

Anyway, the model holds Transformers logo on the doors, I just wanted to implement this model into an experimental "real-world" map with an easter egg reference to the Bumble Bee from Transformers :) So this is it :D
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

[lvlshot]https://dl.dropboxusercontent.com/u/76484093/camaro_render.png[/lvlshot]
So this is how the model looks like in Blender :) I used render function to generate this image :) I will test the model in the game using shader and will post in-game screenshots with the download soon :)

You can see the seams where the planes of the model were detached (mainly in the race stripes). This is due to the Photoshop's lack of 3D support and the hands being screwed up a little bit :) So I apollogize for this error :)

You can see the Transformers logo on the door :) It's a reference to Bumble Bee from Transformers :)
Last edited by AEon on Wed Jun 08, 2016 9:13 pm, edited 1 time in total.
Reason: lvlshot'ted the image.
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Modelling cars - Chevrolet Camaro 2010

Post by AndyW »

I think the front-part & Grill looks very good for a lowpoly, nice job! :up:
Die Vitamine sind in der Dose gefangen!!!
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

It's been extracted from actual photo of real Chevy Camaro, both the front and rear components :) I would say this model's texture is photo-realistic, but only the lights, the logo and the grills are actually photo-realistic. The plate is actually fake, I just made one myself. It's Prague plate. The contours, Windows and the backwards mirrors are made with draw tools in Photoshop :)
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Eraser
Posts: 19168
Joined: Fri Dec 01, 2000 8:00 am

Re: Modelling cars - Chevrolet Camaro 2010

Post by Eraser »

Good job CZGhost. Glad to see you're capable of actually finishing something :p
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

I just have a trouble. I wrote a shader for the Camaro model (it should have glowing lights and shiny windows), but it seems that the shader is not working properly :( I just found the trouble - it's a misstype in the materials :D

I set up the shader file to the shaderlist.txt (it's named czyard_models as the model is planned to be used as a decoration to an experimental real-world map, which I am gathering photo materials for).

The shader reads as follows:

Code: Select all

models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final
{
	q3map_lightimage models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final_light.tga
	{
		map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tga
		rgbGen identity
	}
	{
		map models/mapobjects/czghost/czyard/vehicles/camaro/glass.tga
		rgbGen identity
		blendFunc GL_ONE GL_ONE
		tcGen environment
	}
	{
		map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tga
		rgbGen identity
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
	}
	{
		map $lightmap
		blendFunc GL_ZERO GL_SRC_COLOR
		tcGen lightmap
	}
	{
		map models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final_light.tga
		blendFunc GL_ONE GL_ONE
	}
}
But instead of models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tga in the model file there is models/mapobjects/czghost/czyard/vehicles/camaro/camaro_final.tg (without the actual a in the TGA extension).

So the model actually does not point to the shader file (which is always mouted to the TGA or JPG extension), but to some invalid texture with the extension TG, which even does not exist :D

So, I just need to repair this. Unforunately the model for texting is not ASE, it's MD3, but I have source MilkShape 3D file
(MS3D), which I can export from :) I also have QC file (Quake Control), which includes these informations for the export, so I can just correct that misstype :)
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

So I will need to export the model as ASE from Blender :( QC file has correct extension typed in, but MD3 keeps up the corrupted extension and I discovered corrupted faces in the model :( It's a shame :(
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

Hello there. I finally made the ASE model, but it keeps crashing my Radiant :( I don't know what's wrong :(

I exported the ASE model direcly from Blender (just installed addon to be able to do this). The export script is written in Python and reads as follows: http://code.google.com/p/ase-export-vmc ... ASE250.zip

Blender is version 2.73a.

I hid the Blender and ASE files in attached ZIP file (unfortunately forums do not support .blend extension). ZIP file was created by 7zip with Ultra Compression by Deflate64 method to achieve smaller size. No textures were added...

I hope this will help you to say what's wrong :(
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Modelling cars - Chevrolet Camaro 2010

Post by Theftbot »

User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

Thank you for site suggetion :) Added to bookmarks :)

The issue is being solved also there. It's a site with Blender tutorials suitable for game engines like idTech, Unreal Tournament and similar... This is forum topic with the Radiant crashing thing.

Why the hell does it keep doing such thing? :( I tried to remove duplicates, tried to actually add smoothing groups, tried to flip normals to look outside of the mesh, but nothing helped :(
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Modelling cars - Chevrolet Camaro 2010

Post by Theftbot »

you can pack image into blend file!
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

That would increase file size above maximum limit :(
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Modelling cars - Chevrolet Camaro 2010

Post by Theftbot »

its gotta be smaller than 30 mb
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

I finally got it to the Radiant, but q3map2 now doesn't like it :( I can't release this buggy model that makes the compiler crash :(
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Modelling cars - Chevrolet Camaro 2010

Post by KittenIgnition »

The only way to fix it may be to give it to us..
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Modelling cars - Chevrolet Camaro 2010

Post by CZghost »

Okay. Due to large size of the ZIP file I made it to the cloud service. You might want to change the language to English (use the flag).

https://uloz.to/xSv3TxAr/camaro-debug-zip
Password: camaro
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Modelling cars - Chevrolet Camaro 2010

Post by Theftbot »

try getting rid of ".tga" on MATERIAL_NAME and MAP_NAME

-edit also you dont need ".shader" in shaderlist.txt
Post Reply