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Thread: Bugatti Veyron by atv_123

  1. #1
    atv_123
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    Default Bugatti Veyron by atv_123

    Hoping to bring back something epic

    Please rip apart and give me come constructive criticism and all that cause I need all the help I can get with this
    The shot with no smoothing is probably the one you wanna look at.

    (yes I know it looks rough but its just the begging)
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  2. one user found this post helpful: ror35
  3. #2
    atv_123
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    Default Re: Development Screens ( READ RULES IN 1ST POST )

    Quote Originally Posted by mr.rod View Post
    in real life the average motorcycle can go under a bus............on its side :P
    And with some serious pain in the driver future at that!

    More updates.

    I think I did the side skirt wrong, but even still... it doesn't look half bad.
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  4. #3
    TampaPowers
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    Default Re: Development Screens ( READ RULES IN 1ST POST )

    Is that the regular version or the SS one, last one would be even better
    If you wanna follow my modeling type http://two66.com/render_##.png replace the ## with numbers.

    Have a nice day!

  5. #4
    atv_123
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    Default Re: Development Screens ( READ RULES IN 1ST POST )

    Quote Originally Posted by TampaPowers View Post
    Is that the regular version or the SS one, last one would be even better
    No it is the regular 16.4
    However I do plan on making the SS eventually just not right now.

  6. #5
    atv_123
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    Default Re: Development Screens ( READ RULES IN 1ST POST )

    Progress

    Slowly getting better...
    Had to rework the rear quarter panel a bit to make it fit right

    Pics
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  7. #6
    Beolex
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    Default Re: Development Screens ( READ RULES IN 1ST POST )

    Quote Originally Posted by atv_123 View Post
    Rear vent/whatever-its-called... installed

    Its a little rough but it will be improved as I get better

    If anybody has any tips I will gladly use them
    Try the Edge Split modifier to clean up the rear vents.
    Quote Originally Posted by Jeepster View Post
    Well yeah, assignments take a long time when you spend half the night multi-quote flame-battling Beoly.

  8. #7
    atv_123
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    Default Re: Development Screens ( READ RULES IN 1ST POST )

    Quote Originally Posted by oldskoolmini View Post
    that bugatti is gorgeous. absolutely stunning. gonna sit here with popcorn watching the progress.

    couple more additions to the Rat Trap project. lengthened the shifter and added a skull shifter knob. also added a steering box and steering rod to the axle.
    Thanks! I think it is going pretty well for my first real modeled car.

    I love the engine in that thing! it looks like it wants to kill me though

    Quote Originally Posted by Buttlamo View Post
    Try the Edge Split modifier to clean up the rear vents.
    Thanks! I will try that, and since I am really new to blender so I am going to go look that up on google!

    Edit: Thank you! That did wonders for it! I'll upload pics in a second
    Last edited by atv_123; 01-21-11 at 02:15 PM. Reason: to post progress

  9. #8
    atv_123
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    Default Re: Development Screens ( READ RULES IN 1ST POST )

    Quote Originally Posted by TampaPowers View Post
    Just a test dont get your hopes. Comments are ok tho
    Actually I think it looks pretty sweet! just maby could use a few more wheels in the middle.
    I am trying to upload pics, but... for some reason it wont let me.... I don't know why

    well I am off to make the middle of the car where it is all carbon fiber... this auta be fun

    Edit: To Bugatti.com ..... AWAYYYY!!!!!!!!!!!
    Last edited by atv_123; 01-21-11 at 02:47 PM.

  10. #9
    atv_123
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    Default Re: Development Screens ( READ RULES IN 1ST POST )

    Finally the Forum let me upload the pics!

    That Edge Split thing works wonders! It made the door and front end look worlds better!
    Also I got the core of the car most of the way completed... I am saving the gas tank and fixing the giant whole in the back for when I make everything 2 layered so ROR will like it.

    There are the 2 Pics that I was working from to get the core to the shape I want... check them out and tell me what you think... (mostly if I missed something or have the wrong shape somewhere )

    pics (I accidentally put the rear bumper pics that I tried to upload earlier somewhere in the middle :P )
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  11. #10
    atv_123
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    Default Re: Development Screens ( Each post MUST contain a picture - read rules 1st page)

    Quote Originally Posted by DeGa View Post
    Felt like doing something quick
    That is epic for just "something quick"! :O

    Anyway, been away for 2 days so here is a little update

    Got the rear section of the ... well... the hood I guess cause the engine is in the back? Correct me if I am wrong.
    Reworked the rear bumper (barley noticeable)
    Reworked the rear quarter panel (also barley noticeable)
    next...well... time for making everything to start matching up with good seams I guess!

    P.S. yup I am a Machead. UNITE!!!
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  12. #11
    atv_123
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    Default Re: Development Screens ( Each post MUST contain a picture - read rules 1st page)

    Quote Originally Posted by coco View Post
    Kinda, well, fancy. But it works for now
    I know I shouldn't but I kinda can't help it... what is it supposed to be? I though it was gonna be like some nifty sort of container mover but you have it steering like a front end loader... so I'm clueless as to what it is. ???

    Here are some pics of the progress I made last night and today...

    I added the strip that runs the length of the car (except I didn't do the roof part of it yet)
    I made all the pieces actually fit together :O
    updated the rear ... hood... to make it mold to the nonexistent engine
    I made all the parts 3D now (that was awful :P )

    I still have to...
    Make the wing in the back
    Make all the vents have grills
    Make some 3D hinges for the doors
    Make all the lights
    Make all the windows
    Make the gas tank
    Mirror the whole thing
    Paint everything

    and then I am done with the body and can move on to the mechanical aspect of the car!

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  13. #12
    atv_123
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by LJFHutch View Post
    New background courtesy of Morguefile.com, figured it was time to upgrade from the placeholder Map is very close to finished now.
    That looks stunning! Love it!

    Look what I (basically) finished! bout time too!!!
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  14. 2 users found this post helpful: Fradias, Wayne Jr.
  15. #13
    atv_123
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by HemiBoy95 View Post
    That's the Bugatti, right? It looks pretty heavy on nodes and beams, but I guess you want a good flexbody when you run into something at a kajillion miles an hour :P

    Yes it is very node beam heavy... in fact half the stuff is hidden.
    it has over 500 nodes and over 4000 beams ... I am not very good at making things not detailed, but I have never made a flexbody truck before so I don't know how real I gotta go before it looks nice deforming :P

  16. #14
    dmtactical
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by atv_123 View Post
    Yes it is very node beam heavy... in fact half the stuff is hidden.
    it has over 500 nodes and over 4000 beams ... I am not very good at making things not detailed, but I have never made a flexbody truck before so I don't know how real I gotta go before it looks nice deforming :P
    There's two important rules to minimizing your node count:
    1. Nobody will see the beams
    2. The beams have no collision, only the nodes do, and they won't collide with wheels on the same vehicle.

    So putting these rules into practice I suggest these changes: Don't bother making wheel arches, it won't make any difference. You aren't going to see them and the wheels won't collide with beams that pass through them.

    Don't use beams for details like scoops and wings unless you want them to detach. Of course on the veyron the rear wing moves so that's appropriate.

    And finally, don't think about looks when you make the beams. Instead, think about, where will this car most come in contact with the road, walls, objects, etc, and place nodes at those locations. So for example more nodes at the front and back then on the sides and top. Think of it this way, you have a budget, and that is your computer's hardware (and ours if you decide to release it). So you have to spend more in areas that are more important, and cut back in areas that are less important.
    To make cars you not use the google!ok?

  17. #15
    atv_123
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by dmtactical View Post
    There's two important rules to minimizing your node count:
    1. Nobody will see the beams
    2. The beams have no collision, only the nodes do, and they won't collide with wheels on the same vehicle.

    So putting these rules into practice I suggest these changes: Don't bother making wheel arches, it won't make any difference. You aren't going to see them and the wheels won't collide with beams that pass through them.

    Don't use beams for details like scoops and wings unless you want them to detach. Of course on the veyron the rear wing moves so that's appropriate.

    And finally, don't think about looks when you make the beams. Instead, think about, where will this car most come in contact with the road, walls, objects, etc, and place nodes at those locations. So for example more nodes at the front and back then on the sides and top. Think of it this way, you have a budget, and that is your computer's hardware (and ours if you decide to release it). So you have to spend more in areas that are more important, and cut back in areas that are less important.
    I think I can understand, but if I don't creat the wheel arches then should I change the beam settings that go across the wheel arches so that it will deform like there is nothing there?

  18. #16
    atv_123
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Been away for a while... just started working on this again yesterday.
    Havent done much yet... just a little.

    Grill mesh

    Edit... it will look thicker once it goes 3D

    Edit 2... Little more work on the grill. It is now 3D and it actually fits inside the hood and the front bumper
    new pics are from pic 3 and up

    Edit 3... Added the air dam (I think thats what it is called) grill
    new pics are from pic 9 and up
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    Last edited by atv_123; 03-25-11 at 12:36 AM. Reason: had updates

  19. #17
    theos
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    nice!!! is cool to see a veyron here. you and gabe go for a race to see who will win!! (it must be stable on speed too)
    ADD ME ON BF3 theosGT

  20. #18
    atv_123
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by theos View Post
    nice!!! is cool to see a veyron here. you and gabe go for a race to see who will win!! (it must be stable on speed too)
    At the moment he would easily win... trust me

  21. #19
    atv_123
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by R0RModder View Post
    Way too many polies dude, try using a texture for the grilles instead of making it 3d detail.
    Is that really the best way to go? I know your right but how good will that look? I don't want to make it look like junk if you know what i mean

    Quote Originally Posted by mr.rod View Post
    in order for that vey to work right RoR needs speed activated commands.
    What do you mean? Like for the wing and stuff? If so I already have them the wing comes up when you hit the gas and it flips straight up when you hit the breaks... however, with that new triggers thing Lifter keeps showing off on youtube I might be able to make it come up as 170ish (don't know the real speed) and go down for sleek speed at 210ish (again I don't know the real speed)

  22. #20
    Iceman [U.S.]
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    Default Re: Development Screens ( Each post contains a picture OR contributing post)

    Quote Originally Posted by atv_123 View Post
    What do you mean? Like for the wing and stuff? If so I already have them the wing comes up when you hit the gas and it flips straight up when you hit the breaks... however, with that new triggers thing Lifter keeps showing off on youtube I might be able to make it come up as 170ish (don't know the real speed) and go down for sleek speed at 210ish (again I don't know the real speed)
    Wikipedia says this about the newest version of the car.

    When the car reaches 220 km/h (140 mph), hydraulics lower the car until it has a ground clearance of about 9 cm (3.5 in). At the same time, the wing and spoiler deploy. In this handling mode the wing provides 3,425 newtons (770 lbf) of downforce, holding the car to the road.
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