You have to scale the images PRIOR to importing them into zmod... zmod doesnt really adjust that for you so use a paint editing program to ensure the scales of the "blueprints" match before ya use them, alot of car model diagrams from plastic model car kits are out there that are to scale, generally very low detail levels but if you take a better image/blueprint and scale it to fit over the ones on there originally it generally would suffice to work... However what I do is to mainly just make the thing's side first, then work on either the front or the back, then the top last (most vehicles roofs arent that complex so they can kinda be fudged into the shape they belong in). Don't overly worry about the scaling being off as you can adjust that after the fact, just make sure that you have the polygonal lines matched where you have the front/rear/top/side meeting otherwise your model may go downhill fast. For the most part when it comes to making models you can get away with around 2500-3000 polys and not kill people's computers for a normal (common) vehicle IE a cop car and such. The wheels, doors you wish to open, trunklid (if applicable) should be detatched, though they can be created as one model then cut out later (that's how I do it).... Make sure you model the tires (just a donut the texture really is more important for the wheel it is a waste to overkill a rim) it is wise to do the mirrors, make sure that you have a basic interior tub so that when the door(s) open the thing isnt see-through inside of it. Make sure that you have insides to the door(s) as well, do not waste polys making 3D objects like door handles, emblems, and things of that nature, you really can't see them if you're actually playing the game anyway. In this game it's a pairing of a decent texture and a decent but light model, usually a texture of 512x or 1024x (for larger vehicles) works for them, along with a decent detail model, unlike GTA for ex where the model mostly makes the vehicle look good. Goodluck hope this helps mk