*Texturing intensifies* Sadly I have no idea how speculars and normals work, so no retro reflectivity or bump maps, but i'll try to make em as close and as detailed to the real thing without nomming to many polygons.
I have no idea what i'm doing... I don't know why the back of the sign seems to have the sun on it when the shadows are obviously the other way around, nor do i have an idea why the textures are so messed up, even though they seem to look fine when you load them in the shape editor. The 2014 tutorial isn't helping that much on the textures either....
tbh sounds more like an issue with backfaces. You need to make sure every face is facing outwards in sketchup, else collision and lighting issues do occur.
Did some changes/simplifying to the model, some parts weren't actually attached to the model, also redid all the texturing, undid all the sub groups before making one big group. The result: It works!...shitty night-time visibility from far away though. But that's because there's no reflection on them, might add those at a later stage of my map making adventures.
im hoping to get more than a shell for this model, as i drive this car. ignore shading errors. i also need to work on polyflow at the front i think
wow. didnt even know about super gramps. im defs gonna try to make that into a varient if i get around to it.
textures mm yeah its practice week so the progress is not gonna move one bit because i'm gonna have no time
One Step Closer to Euro/Dutch Beam Simulator... Finished a couple of the Dutch A-Series traffic signs. They're easy to make artwork for, there's still a lot of other series though. Those will come later.
Sorry to say that but, you need to start with a chassis first to hold the running gear and engine as well as body panels.
ya. this is mainly just practice for learning how to make a body. i was planning on redoing it anyways. Also, the subaru outback isnt body on frame to my knowledge.