Quake3World.com Forums
     Level Editing & Modeling
        Looking for free low-polygon car models


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: Looking for free low-polygon car models

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-02-2013 04:06 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I'm making a real-world looking map with atheme of our house with neighbourhood. I'm looking for free low-polygon models of these cars: Volkswagen Passat (Variant 2006) and Renault Kangoo. If any can't be found as final model, any free 2D resources for low-polygonal modelling would be acceptable. Our car is VW Passat, so Renault can be striked out. I suggest Passat standing next our house... Car interiror isn't relevant as the final map will be placed in night and cars will stand outside playable area (not in void, though). Tried searching with Google, no success. Passat have the priority, but in case of unsuccess any car can be acceptable. Better with final model, in worse resources. Keep in mind I need it for free. If it's designed to use withing a game like Q3, I will be pleased...



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

Elite
Elite
Joined: 25 Mar 2000
Posts: 10054
PostPosted: 08-02-2013 10:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


Why don't you make your own? A low-poly car model sounds like the perfect project to learn some modeling skills.




Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-03-2013 01:39 AM           Profile   Send private message  E-mail  Edit post Reply with quote


But I need free resources to start modelling. Yes, I can take photo, but I need to work with orthographical resources, which is something that photo won't give me. Photo can give me just texture resource, but not model resource. I started with our previous car, Ford Escort, but I quit it after I realised it just don't work with right resources. I saw finished low-polygon model of VW Passat and must say it's just brilliant work, but it was not free. Pity...



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 08-04-2013 01:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


Download Blender, and use the car project to learn your way around it.
There are tons of tutorials for Blender. Kat's site, http://www.katsbits.com is ace for newbie to pro users. Plenty of info on how to set up the scale correctly, use the interface, UVW map, prep the model for export and get it into the game.
You would be learning a useful new skill for level design. You would also be learning how to create textures to skin your model, which is also a good skill.
If I had time I would help, but I'm far to busy in real life.
Kat's forum is also a great resource in itself, some really top guys there, very helpful and open.
If you are going to start though, just make sure you see it through..




Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-04-2013 03:51 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I already have a modelling program for Quake 3: Milkshape 3D. It has been made specialy for low-polygonal modelling to games as it uses the same unit grid as Radiant and such games like Quake 3. Is it possible to port blender tuts for modelling suit like Milkshape?



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

Veteran
Veteran
Joined: 17 May 2011
Posts: 159
PostPosted: 08-04-2013 07:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Milkshape was a very good alternative for id tech based games for a long time, but learning Blender now will give you a lot of knowledge and skills you will be able to use later.

Exporting to md3 (or .ase if it's a static object in your map) is now quite reliable too.

As for the orthographic images, check this site http://www.the-blueprints.com/, it has lots of planse for a large variety of real world cars, some of them are free, I'm sure you can find something that suits you.

I hope this helps !



_________________
My blog - My portfolio
---------------------
MJDM2 - DmeatSP01 - DmeatSP02


Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-04-2013 09:25 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I know about ability of MD3 exporting from Blender, but it can be done only with third-party scripts... Exporting to ASE is standard option in Blender's export menu, anyway...

I used Blender first for making models, but the layout of program caused me ton of troubles with control. For example I had no idea how to control UV mapping window or how to divide polygons...

After I discovered Milkshape and got in the control (layout is very intuitive and control is also much easier), I'm forced to use Milkshape for making map models instead. It doesn't have advacend UV unwrapper, however, but luckily there's an external tool to do so: LithUnwrap. I'm quite happy with Milkshape and LithUnwrap and I will use Blender only for rendering some scenes or skyboxes... Thank you for tip, anyway...

For the BluePrints: I haven't found any template for Volkswagen Passat Variant of a year 2006 and the car drawings were only for american models. Not for use with czech environment... Template for VW Passat Variant of a year 2010 was premium (I was able to download preview image as raster, but the watermark is quite ridgy on that and size and quality of template was quite wretched).



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 08-04-2013 12:54 PM           Profile Send private message  E-mail  Edit post Reply with quote





Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 08-04-2013 03:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Theftbot levels and earns 1 brownie point!









Image



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 08-04-2013 09:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


Why the fixation with md3? What's wrong with ase?




Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-05-2013 12:16 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I described slightly different situation than problems with ASE to MD3 converting. I described problems with Blender's layout... While Blender has customizable layout, it's controls are slightly challenging. Opposing stands Milkshape, that has fix layout, but much easier controls. I prefer Milkshape to make models (and orthographical views can contain a background image, just as Blender), because I prefer easy work than solving "what this button does". Also some experimenting is required also in Milkshape - there are views named Top, Bottom, Left, Right, Front and Back instead of XY, XZ, YZ; axis lines are also slightly differently sorted than in Radiant...

But good to know it exists, have downloaded q3data anyway...

@dONKEY:
You are slightly lazy with reading...
Quote:
Weapon and player models require a conversion to MD3 in order for Quake 3 to display the animations correctly. Most mapmodels are better off as ASE but when part of the model (same with patchmeshes and non-quad brush faces) has a surface shader using autosprite, this will cause unpredictable results and an error in the game's console.

Quote:
ASE misc_models can target certain func_ entities to operate with the entity. It only works for non-triggerable func_ entities like func_rotating and func_bobbing. func_ entities that are triggerable like func_doors won't work with this method because the entity is expecting a targeting trigger instead of the model. Instead, you have to attach a model with the func_ entity's model2 key. Problem is, the model2 key only supports MD3 files, so you have to convert your ASE model to MD3 to get this to work.



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 08-05-2013 01:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


Your original post infers the cars are decoration. Why do they need animating? Also, a degree of animation can be effected by shader trickery. Add to that several models can be placed together in the editor to appear to be a single model, individual elements can be animated via func_ ents. I've done that several times in maps when I want moving parts in machine models (see my Dual Core map). The jump pads and spinning generators were done that way.




Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-05-2013 01:21 AM           Profile   Send private message  E-mail  Edit post Reply with quote


The car is supposed to be standing next to our house... No moving part will appear in that... Just for clarify: I always use Q3's native format MD3, just to be prepared for compatibility issues (see 2nd quote)...

Also I didn't talk about compatibility issues in my post, I just replied to your question about need for converting to MD3 with q3data... Again just for clarify: I described my problems with Blender's layout and controls, not it's ability of exporting into exotic formats like MD3... I refered you to parts of texts through quotes and even highlighted the important phrases in the texts to understand WHY IT'S SOMETIMES IMPORTANT to convert ASE files to MD3 format...

The phrase I used (You are slightly lazy with reading...) was a reference to your wrong understanding of the article...



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 08-05-2013 01:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


What, in this case, with a model standing there doing absolutely nothing would be the compatibility issues? The scenario you are describing would not require the model2 key to be set.
//
Thinking about it your argument here is something on a non sequitur. "Only md3 format models avoid x issues, so therefore I must use md3 format" The stated issues are not relevant in this case, so the reasoning here is invalid.
It's up to you of course, but in my experience ase is a lot easier to work with. One very obvious example of this is the fact that you can edit the file with a text editor..




Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-05-2013 02:09 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I always use Q3's native format MD3, just to be prepared for compatibility issues (see 2nd quote)...

Always means just always, in every case. If someone has cursed me for using ASE instead, I will still use only MD3. The only problem of this format is that it's binary type (not editable). But having source MS3D file saved on my localhost compensate this issue... Just for clarify: Be prepared for every case...



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

Veteran
Veteran
Joined: 17 May 2011
Posts: 159
PostPosted: 08-05-2013 04:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


Before I learned Blender, I used A LOT the ase format, by creating my models in gtkradiant and then converting bsp to ase. It worked like awesome ! and I acually still used it in my last map, dmeat_SP02, for all mapobjects except the round lamps. If you're happy with mikshape, that's good, but if one day you want to change or experiment with another game engine, or work in the industry, 3D packages are the must.

Milkshape is now free ? In the time you had to buy a licence, but it appears things have changed (or I'm mixing things in my memory).

Have fun and share the result with us !



_________________
My blog - My portfolio
---------------------
MJDM2 - DmeatSP01 - DmeatSP02


Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-05-2013 06:07 AM           Profile   Send private message  E-mail  Edit post Reply with quote


@D-Meat:
Milkshape is shareware, which means that 30-day trial version is free (it's actualy full version, but with two modes: testing mode avaible for 30 days and customer mode which requires inclusion of serial key with your user name. Licence is for about $100, but you have to pay at once. Then you can use the program every day just as yet another full program for free... Lucky has smiled at me at the time I went to Milkshape :)



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 08-05-2013 06:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


:shrug: I think this is yet another case where CZghost is focused on the details of yet another level design project and skipping over the major areas of concern like an actual level layout. People's homes, work, schools, mall, etc. don't make very good levels for Quake 3.

Modelling a car is a lot of work, even for experienced modellers. I think your time is better spent on starting with a level layout before you lose interest again and waste a lot of time working on details.



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 08-05-2013 07:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


Agreed, random hot air.
Make something, or not.




Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44138
PostPosted: 08-05-2013 11:59 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Have I ever told you the definition of insanity.....?




Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 08-05-2013 03:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


:olo:




Top
                 

Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
Joined: 24 Nov 2000
Posts: 44139
PostPosted: 08-06-2013 02:02 AM           Profile   Send private message  E-mail  Edit post Reply with quote


if the car is both outside the playable area and only in a low light enviroment, do you really need the nuance of the 2006 model over the 2010?
just get the base model done, noone will ever see the finer details anyway. especially since you already decided to go lowpoly.




Top
                 

Veteran
Veteran
Joined: 17 May 2011
Posts: 159
PostPosted: 08-06-2013 02:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


I modeled some vehicles last summer in my internship, and I confirm, doing it right requires some time. I spent about 30 hours on a utility truck :) modeled from orthographic reference of course, with some photos to get the details on the textures right :

Image
Image



_________________
My blog - My portfolio
---------------------
MJDM2 - DmeatSP01 - DmeatSP02


Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 08-07-2013 02:46 AM           Profile   Send private message  E-mail  Edit post Reply with quote


MKJ wrote:
if the car is both outside the playable area and only in a low light enviroment, do you really need the nuance of the 2006 model over the 2010? just get the base model done, noone will ever see the finer details anyway.
Ah, I'm a bit more accurated on real facts than on details... That's just me, I need to make such things as real as it can be...

MKJ wrote:
especially since you already decided to go lowpoly.
For Quake 3 always low-poly...

D-Meat wrote:
I modeled some vehicles last summer in my internship, and I confirm, doing it right requires some time.
Yeah, I saw them and I believe it's not something easy enough to make within an hour...

D-Meat wrote:
modeled from orthographic reference of course, with some photos to get the details on the textures right
Always having to use orthographical references when modelling... For making texture an UV editing and making proper texture with Photoshop would be better than photos. You can take photos for color resources, however...



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

Veteran
Veteran
Joined: 17 May 2011
Posts: 159
PostPosted: 08-07-2013 04:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


CZghost wrote:
D-Meat wrote:
modeled from orthographic reference of course, with some photos to get the details on the textures right
Always having to use orthographical references when modelling... For making texture an UV editing and making proper texture with Photoshop would be better than photos. You can take photos for color resources, however...


You misundersood : while I used the orthographic blueprints to create the mesh, all the texturing was done from scratch while looking at photos (often from non-orthographic points of view) to re-create all the smaller details. It was difficult and I took too long creating this asset, the boss wanted it done quick and dirty :(



_________________
My blog - My portfolio
---------------------
MJDM2 - DmeatSP01 - DmeatSP02


Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.