CAR AND BIKE LOVERS THREAD - MARK II

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Comments

  • DanaTADanaTA Posts: 13,188
    edited December 1969

    music2u4u said:
    Here is a real nice find. I found this 1970 Dodge Charger RT over at one of the GTA sites. It is a new one just posted yesterday. It has a 426 Hemi, four speed tranny. It has one of the best meshes I've seen yet for this model charger. I had one in .obj format I got somewhere, but this one is much better. You can get it here:

    http://www.gtainside.com/en/download.php?do=cat&id=133

    Well worth the download and conversion. You know the process...lol.

    Here are some quick renders using DZFire's real paint shaders, and a standard blue chrome shader. All the rest are textures that came with the car. (Have to convert them to .tiffs of course as usual.) Real nice find I'd say.

    :-)

    That is nice!

    Dana

  • Tramp GraphicsTramp Graphics Posts: 2,408
    edited December 1969

    I found a nice F-150 Monster truck. It took a little doing to convert it to .obj format, but I got it. I wish I could get it rigged though, or figure out how to do it myself.

  • music2u4umusic2u4u Posts: 2,822
    edited June 2013

    I found a nice F-150 Monster truck. It took a little doing to convert it to .obj format, but I got it. I wish I could get it rigged though, or figure out how to do it myself.

    Most all car models are put together in group parts. The doors, hood, trunk, tires and motor especially. If you select all the model, then ctrl click the part you want to export, that will unselect that part. Then hit delete and everything BUT that part will delete, leaving only that part. Then export the part as an .obj to a folder. You can select for it to export the textures along with the part. After you export it, then click "undo" and all the car that was deleted will come back. Then do another part the same way until you export each part, finally exporting the car body at the end. When you import all the parts, one at a time, each one will open right in place. Then you can rig the doors to open by setting the point of origin at the hinges. For the tires, set the point of origin to the very center of the wheel. Then they can be turned, or spin. I use Poser to do this, then export each part as a .pp2 prop file to be opened in Daz. Works perfect for me.

    :-)

    Post edited by music2u4u on
  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    More of the Charger. The interior is very detailed. The motor is a 426 Hemi...my fav! I rigged the doors, hood, trunk and tires to open and turn.

    :-)

    70ChargerRT5.jpg
    1280 x 1024 - 589K
    70ChargerRT4.jpg
    1280 x 1024 - 448K
    70ChargerRT3.jpg
    1280 x 1024 - 227K
    70ChargerRT2.jpg
    1280 x 1024 - 160K
  • SzundownSzundown Posts: 16
    edited December 1969

    Nice find music, and thanks a lot for sharing the link. I see it's listed as a 70 but it is a 69. The 70 has a much different front bumper and the R/T has plastic scoop looking things on the doors. I like the looks of the 69 better and I'm definitely gonna check this one out.

    Thanks again!

  • Tramp GraphicsTramp Graphics Posts: 2,408
    edited December 1969

    music2u4u said:
    I found a nice F-150 Monster truck. It took a little doing to convert it to .obj format, but I got it. I wish I could get it rigged though, or figure out how to do it myself.

    Most all car models are put together in group parts. The doors, hood, trunk, tires and motor especially. If you select all the model, then ctrl click the part you want to export, that will unselect that part. Then hit delete and everything BUT that part will delete, leaving only that part. Then export the part as an .obj to a folder. You can select for it to export the textures along with the part. After you export it, then click "undo" and all the car that was deleted will come back. Then do another part the same way until you export each part, finally exporting the car body at the end. When you import all the parts, one at a time, each one will open right in place. Then you can rig the doors to open by setting the point of origin at the hinges. For the tires, set the point of origin to the very center of the wheel. Then they can be turned, or spin. I use Poser to do this, then export each part as a .pp2 prop file to be opened in Daz. Works perfect for me.

    :-) Yeah, unfortunately, all I have for "Poser" is Poser Debut. It really doesn't let you do much.

  • DanaTADanaTA Posts: 13,188
    edited December 1969

    music2u4u said:
    I found a nice F-150 Monster truck. It took a little doing to convert it to .obj format, but I got it. I wish I could get it rigged though, or figure out how to do it myself.

    Most all car models are put together in group parts. The doors, hood, trunk, tires and motor especially. If you select all the model, then ctrl click the part you want to export, that will unselect that part. Then hit delete and everything BUT that part will delete, leaving only that part. Then export the part as an .obj to a folder. You can select for it to export the textures along with the part. After you export it, then click "undo" and all the car that was deleted will come back. Then do another part the same way until you export each part, finally exporting the car body at the end. When you import all the parts, one at a time, each one will open right in place. Then you can rig the doors to open by setting the point of origin at the hinges. For the tires, set the point of origin to the very center of the wheel. Then they can be turned, or spin. I use Poser to do this, then export each part as a .pp2 prop file to be opened in Daz. Works perfect for me.

    :-)

    Yeah, unfortunately, all I have for "Poser" is Poser Debut. It really doesn't let you do much.

    Check amazon.com now and then. I got Poser Pro 2010 for $45 last year.

    Dana

  • DanaTADanaTA Posts: 13,188
    edited December 1969

    Wow! That interior is nicely done, Music.

    Dana

  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    Szundown said:
    Nice find music, and thanks a lot for sharing the link. I see it's listed as a 70 but it is a 69. The 70 has a much different front bumper and the R/T has plastic scoop looking things on the doors. I like the looks of the 69 better and I'm definitely gonna check this one out.

    Thanks again!

    Thanks for the year correction Sz. Sometimes they don't get it right...lol. I was wondering myself, but I will change it now that it has been confirmed.

    :-)

  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    DanaTA said:
    Wow! That interior is nicely done, Music.

    Dana

    All these GTA cars are nicely done. Far superior meshes than most also. Well worth the conversion time.

    :-)

  • music2u4umusic2u4u Posts: 2,822
    edited June 2013

    music2u4u said:
    I found a nice F-150 Monster truck. It took a little doing to convert it to .obj format, but I got it. I wish I could get it rigged though, or figure out how to do it myself.

    Most all car models are put together in group parts. The doors, hood, trunk, tires and motor especially. If you select all the model, then ctrl click the part you want to export, that will unselect that part. Then hit delete and everything BUT that part will delete, leaving only that part. Then export the part as an .obj to a folder. You can select for it to export the textures along with the part. After you export it, then click "undo" and all the car that was deleted will come back. Then do another part the same way until you export each part, finally exporting the car body at the end. When you import all the parts, one at a time, each one will open right in place. Then you can rig the doors to open by setting the point of origin at the hinges. For the tires, set the point of origin to the very center of the wheel. Then they can be turned, or spin. I use Poser to do this, then export each part as a .pp2 prop file to be opened in Daz. Works perfect for me.

    :-)

    Yeah, unfortunately, all I have for "Poser" is Poser Debut. It really doesn't let you do much.

    I have debut also. Dana is right about watching for sale prices. I gave $39.95 for my Poser 6 a year ago. Once you buy it, you can then just buy the upgrades real cheap also for newer versions from then on as long as you can produce a valid serial number.

    If Debut will export .obj format, you can use it just fine for this. Most any 3d program will export .obj format. If so, and you need any help with the rigging, just pm me with any questions. I wrote an illistrated tutorial over at sharecg just for this you can download. It will help you if you need it. Main thing is to move the point of origin to the hinge for rotation.

    http://www.sharecg.com/v/58263/browse/3/PDF-Tutorial/multi-object-model-to-single-.pp2-UPDATED

    :-)

    Post edited by music2u4u on
  • Tramp GraphicsTramp Graphics Posts: 2,408
    edited December 1969

    music2u4u said:
    music2u4u said:
    I found a nice F-150 Monster truck. It took a little doing to convert it to .obj format, but I got it. I wish I could get it rigged though, or figure out how to do it myself.

    Most all car models are put together in group parts. The doors, hood, trunk, tires and motor especially. If you select all the model, then ctrl click the part you want to export, that will unselect that part. Then hit delete and everything BUT that part will delete, leaving only that part. Then export the part as an .obj to a folder. You can select for it to export the textures along with the part. After you export it, then click "undo" and all the car that was deleted will come back. Then do another part the same way until you export each part, finally exporting the car body at the end. When you import all the parts, one at a time, each one will open right in place. Then you can rig the doors to open by setting the point of origin at the hinges. For the tires, set the point of origin to the very center of the wheel. Then they can be turned, or spin. I use Poser to do this, then export each part as a .pp2 prop file to be opened in Daz. Works perfect for me.

    :-)

    Yeah, unfortunately, all I have for "Poser" is Poser Debut. It really doesn't let you do much.

    I have debut also. Dana is right about watching for sale prices. I gave $39.95 for my Poser 6 a year ago. Once you buy it, you can then just buy the upgrades real cheap also for newer versions from then on as long as you can produce a valid serial number.

    If Debut will export .obj format, you can use it just fine for this. Most any 3d program will export .obj format. If so, and you need any help with the rigging, just pm me with any questions. I wrote an illistrated tutorial over at sharecg just for this you can download. It will help you if you need it. Main thing is to move the point of origin to the hinge for rotation.

    http://www.sharecg.com/v/58263/browse/3/PDF-Tutorial/multi-object-model-to-single-.pp2-UPDATED

    :-)

    Yeah, I found another problem though. The DAE file, and resulting Object file made from it has some really screwed up Materials. Basically, many parts, of the main body in particular, are repeated on multiple material zones, as multiple meshes overlapping each other at different areas, sometimes three to four times. I'm trying to clean it up in Hexagon, but it's tedious work. The model was originally a Sketch-up model, which I don't think Hex can open. I have Blender too, (which I have no idea how to use, and which I couldn't even do any manipulation of the file in) which I used to make the initial Object file, brought that into Poser Debut, re-exported, and brought into Daz 4.

    Using just the DAE file directly in Daz doesn't work either because it doesn't show the cabin interior. As such, along with trying to fix the Object file, I'm trying to combine the DAE and Object file together, taking the best parts for the mesh from each and "fix" this thing. It's a great looking mesh, but It's just not rendering like it should.

  • GLWoodardGLWoodard Posts: 3,335
    edited December 1969

    Happy Flag Day, here's my version of the Red White n Blue!

    red_white_n_blue.jpg
    1900 x 1068 - 404K
  • DanaTADanaTA Posts: 13,188
    edited December 1969

    betsy662 said:
    Happy Flag Day, here's my version of the Red White n Blue!


    Really nice!

    Dana

  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    music2u4u said:
    music2u4u said:
    I found a nice F-150 Monster truck. It took a little doing to convert it to .obj format, but I got it. I wish I could get it rigged though, or figure out how to do it myself.

    Most all car models are put together in group parts. The doors, hood, trunk, tires and motor especially. If you select all the model, then ctrl click the part you want to export, that will unselect that part. Then hit delete and everything BUT that part will delete, leaving only that part. Then export the part as an .obj to a folder. You can select for it to export the textures along with the part. After you export it, then click "undo" and all the car that was deleted will come back. Then do another part the same way until you export each part, finally exporting the car body at the end. When you import all the parts, one at a time, each one will open right in place. Then you can rig the doors to open by setting the point of origin at the hinges. For the tires, set the point of origin to the very center of the wheel. Then they can be turned, or spin. I use Poser to do this, then export each part as a .pp2 prop file to be opened in Daz. Works perfect for me.

    :-)

    Yeah, unfortunately, all I have for "Poser" is Poser Debut. It really doesn't let you do much.

    I have debut also. Dana is right about watching for sale prices. I gave $39.95 for my Poser 6 a year ago. Once you buy it, you can then just buy the upgrades real cheap also for newer versions from then on as long as you can produce a valid serial number.

    If Debut will export .obj format, you can use it just fine for this. Most any 3d program will export .obj format. If so, and you need any help with the rigging, just pm me with any questions. I wrote an illistrated tutorial over at sharecg just for this you can download. It will help you if you need it. Main thing is to move the point of origin to the hinge for rotation.

    http://www.sharecg.com/v/58263/browse/3/PDF-Tutorial/multi-object-model-to-single-.pp2-UPDATED

    :-)

    Yeah, I found another problem though. The DAE file, and resulting Object file made from it has some really screwed up Materials. Basically, many parts, of the main body in particular, are repeated on multiple material zones, as multiple meshes overlapping each other at different areas, sometimes three to four times. I'm trying to clean it up in Hexagon, but it's tedious work. The model was originally a Sketch-up model, which I don't think Hex can open. I have Blender too, (which I have no idea how to use, and which I couldn't even do any manipulation of the file in) which I used to make the initial Object file, brought that into Poser Debut, re-exported, and brought into Daz 4.

    Using just the DAE file directly in Daz doesn't work either because it doesn't show the cabin interior. As such, along with trying to fix the Object file, I'm trying to combine the DAE and Object file together, taking the best parts for the mesh from each and "fix" this thing. It's a great looking mesh, but It's just not rendering like it should.

    Yup, some modelers in Sketchup don't understand the flipped faces and grouping theory. A face has two sides, grouped both sides will get materials you apply to one side. Ungrouped only the face you apply the material to will get it and the other will stay white. Then if that face is flipped, the other side of it will have the texture you can't see. If Sketchup gets confused, it will come back as an unknown and becomes part of a group that is all white. Some models never get any groups, so the entire thing comes back white with reversed faces. You can correct this very quickly by reopening the model in sketchup, go to the face that is white and flip it, there is your texture. I had a tire once that half of it was textured, and the other half was white. When I reopened it in Sketchup, I took the camera inside the tire and low and behold, there was the textures to the other half, so all I had to do is reverse the faces on that half. When I resaved it as an .obj file, the tire was completely textured correctly. This is much much faster than trying to fix it in Hex.

    :-)

  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    betsy662 said:
    Happy Flag Day, here's my version of the Red White n Blue!


    Me likes!

    :-)

  • Robert FreiseRobert Freise Posts: 4,405
    edited December 1969

    betsy662 said:
    Happy Flag Day, here's my version of the Red White n Blue!


    Awesome

  • Tramp GraphicsTramp Graphics Posts: 2,408
    edited December 1969

    music2u4u said:
    music2u4u said:
    music2u4u said:
    I found a nice F-150 Monster truck. It took a little doing to convert it to .obj format, but I got it. I wish I could get it rigged though, or figure out how to do it myself.

    Most all car models are put together in group parts. The doors, hood, trunk, tires and motor especially. If you select all the model, then ctrl click the part you want to export, that will unselect that part. Then hit delete and everything BUT that part will delete, leaving only that part. Then export the part as an .obj to a folder. You can select for it to export the textures along with the part. After you export it, then click "undo" and all the car that was deleted will come back. Then do another part the same way until you export each part, finally exporting the car body at the end. When you import all the parts, one at a time, each one will open right in place. Then you can rig the doors to open by setting the point of origin at the hinges. For the tires, set the point of origin to the very center of the wheel. Then they can be turned, or spin. I use Poser to do this, then export each part as a .pp2 prop file to be opened in Daz. Works perfect for me.

    :-)

    Yeah, unfortunately, all I have for "Poser" is Poser Debut. It really doesn't let you do much.

    I have debut also. Dana is right about watching for sale prices. I gave $39.95 for my Poser 6 a year ago. Once you buy it, you can then just buy the upgrades real cheap also for newer versions from then on as long as you can produce a valid serial number.

    If Debut will export .obj format, you can use it just fine for this. Most any 3d program will export .obj format. If so, and you need any help with the rigging, just pm me with any questions. I wrote an illistrated tutorial over at sharecg just for this you can download. It will help you if you need it. Main thing is to move the point of origin to the hinge for rotation.

    http://www.sharecg.com/v/58263/browse/3/PDF-Tutorial/multi-object-model-to-single-.pp2-UPDATED

    :-)

    Yeah, I found another problem though. The DAE file, and resulting Object file made from it has some really screwed up Materials. Basically, many parts, of the main body in particular, are repeated on multiple material zones, as multiple meshes overlapping each other at different areas, sometimes three to four times. I'm trying to clean it up in Hexagon, but it's tedious work. The model was originally a Sketch-up model, which I don't think Hex can open. I have Blender too, (which I have no idea how to use, and which I couldn't even do any manipulation of the file in) which I used to make the initial Object file, brought that into Poser Debut, re-exported, and brought into Daz 4.

    Using just the DAE file directly in Daz doesn't work either because it doesn't show the cabin interior. As such, along with trying to fix the Object file, I'm trying to combine the DAE and Object file together, taking the best parts for the mesh from each and "fix" this thing. It's a great looking mesh, but It's just not rendering like it should.

    Yup, some modelers in Sketchup don't understand the flipped faces and grouping theory. A face has two sides, grouped both sides will get materials you apply to one side. Ungrouped only the face you apply the material to will get it and the other will stay white. Then if that face is flipped, the other side of it will have the texture you can't see. If Sketchup gets confused, it will come back as an unknown and becomes part of a group that is all white. Some models never get any groups, so the entire thing comes back white with reversed faces. You can correct this very quickly by reopening the model in sketchup, go to the face that is white and flip it, there is your texture. I had a tire once that half of it was textured, and the other half was white. When I reopened it in Sketchup, I took the camera inside the tire and low and behold, there was the textures to the other half, so all I had to do is reverse the faces on that half. When I resaved it as an .obj file, the tire was completely textured correctly. This is much much faster than trying to fix it in Hex.

    :-)Well, I don't have Sketchup, and the free version is now only useable for non-commercial use (I checked it out earlier this evening), which does me no good. I could really use a good freebie model of an F-150 king-cab monster truck in a format I can actually use in Daz 4, or if there were an "easy" fix that didn't require Sketchup, that could be done in Hexagon. My character Tommie needs this truck.

  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    Well, I guess you are on your own to find one then...lol. Good luck.

    :-)

  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    Got a few more Sketchup conversions I did today. This pink 53 Chevy is low poly and loads really fast. Still, I liked the look of it so I converted it anyway.

    :-)

    1953ChevyConvertible1.jpg
    1280 x 1024 - 318K
    1953ChevyConvertible2.jpg
    1280 x 1024 - 172K
    1953ChevyConvertible3.jpg
    1280 x 1024 - 255K
  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    This 61 Chevy Impala SS is a mid poly Sketchup model, nice mesh, and I rigged the doors, wheels, hood and trunk. I really like the colors bringing it up to modern days. The stock hubcaps gives it that extra edge.

    :-)

    1961ChevyImpalaSSConvertible4.jpg
    1280 x 1024 - 557K
    1961ChevyImpalaSSConvertible3.jpg
    1280 x 1024 - 232K
    1961ChevyImpalaSSConvertible2.jpg
    1280 x 1024 - 155K
    1961ChevyImpalaSSConvertible1.jpg
    1280 x 1024 - 311K
  • DanaTADanaTA Posts: 13,188
    edited December 1969

    music2u4u said:
    Got a few more Sketchup conversions I did today. This pink 53 Chevy is low poly and loads really fast. Still, I liked the look of it so I converted it anyway.

    :-)

    Nice. But what's that? It looks like maybe a door handle.

    Dana

    doorhandle.jpg
    514 x 244 - 16K
  • DanaTADanaTA Posts: 13,188
    edited December 1969

    OK, I saw a few images that had that there, so it's not a misplaced door handle...but the door handle is missing. It just seems to be a weird design feature that sometimes is part of a larger design item.

    Dana

  • DanaTADanaTA Posts: 13,188
    edited December 1969

    music2u4u said:
    This 61 Chevy Impala SS is a mid poly Sketchup model, nice mesh, and I rigged the doors, wheels, hood and trunk. I really like the colors bringing it up to modern days. The stock hubcaps gives it that extra edge.

    :-)

    I like the looks of that model!

    Dana

  • music2u4umusic2u4u Posts: 2,822
    edited December 1969

    DanaTA said:
    music2u4u said:
    Got a few more Sketchup conversions I did today. This pink 53 Chevy is low poly and loads really fast. Still, I liked the look of it so I converted it anyway.

    :-)

    Nice. But what's that? It looks like maybe a door handle.

    Dana

    LMAO!....I think they call it trim molding. Cosmetics! Now that you mentioned it, it does kinda look like a misplaced door knob though. That's funny!

    :-)

  • mxstyliemxstylie Posts: 114
    edited December 1969

    Just messing around with the new Yamaki Bike.

    yamaki3.png
    1920 x 1080 - 2M
  • GLWoodardGLWoodard Posts: 3,335
    edited December 1969

    I saw this picture of a 1958 Chevy, and thought, hey! I have a 3D 58 Chevy myself, I liked the scene in which the car was featured, so was inspired to do a scene of my own, while I don't have the same props, and really don't want to go to the trouble of making the same props, the pic did become an inspiration.

    sunday_drive.jpg
    1900 x 1068 - 523K
    475022_10151641597428304_735605629_oa.jpg
    1900 x 1306 - 320K
  • mxstyliemxstylie Posts: 114
    edited December 1969

    betsy662 said:
    I saw this picture of a 1958 Chevy, and thought, hey! I have a 3D 58 Chevy myself, I liked the scene in which the car was featured, so was inspired to do a scene of my own, while I don't have the same props, and really don't want to go to the trouble of making the same props, the pic did become an inspiration.

    That looks great!

  • DanaTADanaTA Posts: 13,188
    edited December 1969

    mxstylie said:
    Just messing around with the new Yamaki Bike.

    Almost electric looking!

    Dana

  • DanaTADanaTA Posts: 13,188
    edited December 1969

    betsy662 said:
    I saw this picture of a 1958 Chevy, and thought, hey! I have a 3D 58 Chevy myself, I liked the scene in which the car was featured, so was inspired to do a scene of my own, while I don't have the same props, and really don't want to go to the trouble of making the same props, the pic did become an inspiration.

    Nice job!

    Dana

This discussion has been closed.