On Hold Simca 1200s Coupe

Discussion in 'Land' started by FreakyDeakyDutch, Jul 30, 2014.

  1. FreakyDeakyDutch

    FreakyDeakyDutch
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    Interior update:
    I have been carefully inspecting my reference photos and this is as far as I've come. (Beware: I don't work that quickly)
    GE16BvX.jpg
    MV6eEfZ.jpg
    Sources (So you can point out where I've gone wrong):
    LvmLmUe.jpg
    From a friend:
    0aAO5OK.jpg
    D8QG3ks.jpg

    BTW: screw those click here for full-res things.
     

    Attached Files:

    • simca-1200s-2.jpg
  2. Blockman

    Blockman
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    That's a very good interior model. Excited for this
     
  3. SHOme1289

    SHOme1289
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    IRL, you gotta be shitting me with those intrusive wheel wells!! should mean some really good cabin deformation, ie. left leg damage, and left knee carnage etc. Looks absolutely gorgeous...Noticed the steering wheel is a bit high poly, may make it less round, like 8 or 9 sided with less segments, maybe 24 or 28 around...looks like a lot currently. otherwise poly flow looks maddeningly good!!
     
  4. gabester

    gabester
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    Steering wheel should be at least 40 segments, with 8 segments for the cross-section. Remember, it takes up about half the screen in the interior view.
     
  5. Goosah

    Goosah
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    Looks amazing! I am curious about your render setup in the first post. I've just been using mental ray and fumbling about due to inexperience, my chrome doesn't look right nor do my attempts to have visible light sources.
     
  6. FreakyDeakyDutch

    FreakyDeakyDutch
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    My render scene is actually just the defualt render scene that comes with 3ds max student edition. It's called "studio_scene_share.max". I deleted the object being rendered in the scene with my own and then all I did to the my car was apply the default materials that came with max for the mental ray renderer. About the high polyness of the steering wheel I mostly based the amount of polys on how much there were in the moonhawk model. I also realised that as it is in your face when in the interior view it should be high poly.
     
  7. msurf15

    msurf15
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    This is looking very nice :)
     
  8. ithec_

    ithec_
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    Looking good bro!
    :cool:
    dis gon b gud.gif
     
  9. FreakyDeakyDutch

    FreakyDeakyDutch
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    Hey sorry for the long wait, been a bit busy not working on the model.
    Here is the current interior progress. I feel the front seats are incredibly bad, might redo them entirely, but then again they aren't exactly done yet.
    MBB66eA.jpg
    XVOfqbh.jpg
     
  10. ithec_

    ithec_
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    Dude the car is looking awesome, I would advise you to make the seats stick out a bit more.
    This might help you:
    IMG_6288.JPG
    And if it's not asking too much, could you make an sporty seat kind of this:
    (LeMans Seat)
    LeMans5201.JPG
     
  11. FreakyDeakyDutch

    FreakyDeakyDutch
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    Thanks for the response.
    Here is what the interior of the car looks like:
    jkdHCOr.jpg
    The rear seats look like thy are only there for decoration to me. The front seat is a bit funny but I'm sure I'll be able to perfect it.
    Once I manage to complete the project I'll try to create 2 extra versions. One rally and one sport.
    I'll base the rally model on this:
    1200_fiorentino-1.jpg
    fiorentino1200sRallyeRouteduNord.jpg
    FiorentinoRoutesDuNord70c.jpg
    I have nothing planned for the race version yet. Will probably be with replaced engine or so.
     
  12. ithec_

    ithec_
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    Can't wait till its done, it's an really good looking car. And I see that you are able to make this car gourgeous, so make us proud!

    oh, and one more thing, it's just an idea for the sport version... I think that some Watanebe wheels will be ideal to give this car that sporty look!

    000watanbe.jpg 15-inch-watanabe-sport-rim-9-width-offset-20-starko-1310-16-starko@4.jpg
     
    #32 ithec_, Aug 23, 2014
    Last edited: Aug 23, 2014
  13. BBQ

    BBQ
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    I haven't seen this thread until now. Holy smokes that model is terrific, definitely waiting eagerly to drive this!
     
  14. FreakyDeakyDutch

    FreakyDeakyDutch
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    I will do the wheels for the sports model, thanks for the suggestion.
    Just a quick question: Does the model need to be unwrapped for it to work properly?
    I see that all of the models already in the game are unwrapped so I was just wondering if I had to.
     
  15. gabester

    gabester
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    It will work without being unwrapped, it'll just look bland ;) You should unwrap and texture it.
     
  16. FreakyDeakyDutch

    FreakyDeakyDutch
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    Thanks for the reply.
    Just a couple more questions:
    WUspXen.jpg
    1. How does this bend? when I took the photo the flash was on and just cut it off, the same goes for
    2. I know It's some sort of fan or something but I'm not truly sure of why it's there and what it does.

    3. On a bit of another note, does anyone have any good tips to modelling the engine and the rest of the engine compartment?
    Keep in mind I've never modeled an engine before and I'm not to sure how detailed it should be.
    I've got some of my own photos and this French forum I stumbled across seems to have a battery of photos as well:
    http://copper-mt.com/thread/automobiles-mythiques-exception/section5/347640/10

    And that is basically it.
     
  17. luchvk

    luchvk
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    I'm no expert, but I think it depends on what you're going for. You can either do a good basic model, one with all of the main details, such as the shape of the engine and large connections, or you can do a more detailed model getting more of the smaller details while not using too many resources. A good example I've found for a detailed engine is iRec42's for the "Mercedes-Benz 300 SLR Uhlenhaut Coupé"

    mercedes 13.2.png mercedes 13.3.png
     
  18. Lonnonzzombies

    Lonnonzzombies
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    Absolutely brilliant work mate! Take your time and release when its ready, don't let anybody rush you. :)
     
  19. FreakyDeakyDutch

    FreakyDeakyDutch
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    Hey just a quick question.
    When I import any of my models into BeamNG should press the scale button so that it scales up by .254 because I'm working in Millimetres?
     
  20. gabester

    gabester
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    BeamNG uses meters, so you shouldn't need to do any unit conversion. You might be off by some factor of 10, but that's it.
     
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