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Showing content with the highest reputation on 06/26/2022 in all areas

  1. Alright everybody, gather around because I have some updates to share. Despite my lack of updates, I have been working on and off on this mod for the past year! And I'd like to share what I've done with all of you, even though it isn't all final yet. First, I'd love to show you Edgewater's "new" fire engines. Using Itchboy's Sutphen cab, as well as the rear from his Ward LaFrance ambassador E17, I crafted two 90s era Sutphen Deluges, with an edited Whelen edge 9000 lightbar by Cops for one, and ThinBlueLineKY's Whelen Centurion for the other. These will be Edgewater City's two frontline engines.
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  3. whoa, whoa! You can't just go off installing any mod you want! First, you need to give me the big number on the front of your mom's credit card, along with the 3 small numbers on the back, and dont forget the expiration date. /s ^^^For legal reasons, that was a joke. This mod isn't released.
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  4. I am legit curious why you guys are taking this approach? With all due respect, it just feels like you guys are under a nothing is enough approach. Why not put out a base project that be updated for years to come with new features both big and small? Either way keep up the good work guys! Hopefully one day the community will actually get to enjoy all the projects you guys are committed to these days.
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  5. This is tutorial assumes that you already know the basics of Zmodeler. These are the steps I take to model a vehicle from scratch. Incomplete so far while I model this vehicle. You need a picture of the vehicle from the side, google is your friend. Add the image using the display button. You can add an image on any view, but in our case, do it for the left or right side, depending on the orientation of the image you are using. Make a surface and that becomes a start for the vehicle. Once the model is extruded, you should end up with something that captures most of the details. You may have to make adjustments to the mesh of the model before you are able to get all the details in. Also you may need to add entire rows/columns of polygons just to accomodate some details that you may have missed in the original modelling process. Try to keep the shape smooth for the most part, except for any indents on the actual bodywork. Shading also helps bring out some dimension to it, so definitely needed for getting it right. I haven't finished this example yet due to lack of time and will be posting a newer, more complete version soon. This temporary example still doesnt have a rear and front bumper, and lacks the door trim. Now that we have the side body done, the next step to be made is the roof. It is far easier than making the front and rear because car roofs are almost always flat. Using what we've applied, create a row of polygons that represent the roof. To make things quicker, we can copy paste those new roof polygons by detaching them with the "keep as new" button. Modelling the roof: Create new polygons on the top of the model, right where the roof starts. Align the newly created vertices, then continue the row until you reach the center of the model. Try to follow the curvature and angle of the roof based on the reference pictures, but you do not need to follow the picture exactly. As long as it looks correct in 3D, that is what matters above all. Continue making columns of polygons. You can make them by hand, or create copies of that first row to save time. The next pictures make use of the copy method. If you do not wish to use this method, skip to Step 9: Move the vertices to the correct points on the model. Attach the newly created row copy to the main model. Completing the copy method, and welding the vertices to fill all gaps. Step 9: Once we have the roof done, its time to do the windshield and the hood. Let's observe again. We need to pay close attention to the most visible details of the vehicle. Using what you already know, keep on making rows and columns to set the windshield up. And after a while, you should have the hood down. Modelling the front: Once you're past the corner, let's do the bumper. And now to fill the gap on the front end. Now to do that headlight. Modelling the rear Now for the bumper
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