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MarketPlace Showcase F.A.Q (Last Updated: 2025 Jan 12 5:07 pm)
Attached Link: Panel Van on Content Paradise
[Content Paradise link](http://www.contentparadise.com/us/user/panel_van_product_25289). And, yes, the "official" black and red A-Team coloring will be in the freebie set.
VanishingPoint... Advanced 3D Modeling Solutions
Seems like many things used in TV series, there was more than one version. Most where trashed during the making of the show - but two where kept clean and pristine for closeup shots. One apperantly was painted in a slighlty different shade of grey because of the lighting.
This one looks more like the one on TV.
Pinky - you left the lens cap of your mind on again.
Apols for the confusion over the A-Team stuff. All fixed now.
Classic and imagined textures both avaliable at VP.
Another van freebie is now ready for your rendering pleasure. All Details are here... www.renderosity.com/mod/forumpro/showthread.php
Pinky - you left the lens cap of your mind on again.
modification : dividing the texture maps for "glass", "hull" and "metal" for more possibilities
add-on : back row seats.
new version : how about a minibus ?
Trivia I found somewhere : the early A-Team van had a red "GMC" logo on the front, which was taped over later on as GMC didn't want to be connected to the series anymore. Something about "poor quality of scenario's".
Some quick things you could do. The texture maps are already divided, but are merged to cut down on Poser resource requirements. If you wanted a texture map for just the metal, for example, open the object file in UV Mapper.
Then: -Select > Display > Hide. This will hide all the UV Mapping.
Then: -Select > Select by > Material, and choose 'metal'.
Unhide this. This will give you just the metal on the texture map.
-Save Template, and select 'exclude hidden facets'.
You will then have a texture map for just the metal. Texture it as you wish, save as a jpg, and in Poser assign that texture map to the metal material group.
You could do this for any material group. We don't put everything on seperate maps, because then Poser would need ten times the amount of maps, and your rendering would become a long and tedious process, but we do include all these options for the user who wants that extra little bit of control.
This picture is a low quality jpg to show you what your final map should look like. If you did it yourself, instead of using this map, you would of course have a much higher quality .bmp file to work with.**
Your specialist military, sci-fi, historical and real world site.
I think I didn' state the texture suggestion correctly, I'll try to rephrase with an example.
I should maybe say there are not enough material zones : for instance the material "glass" covers all the windows, it would be easier if there were separate zones for the windshield, the front doors, the side doors and the back doors. The "hull" material covers body, hood and doors : again separate zones would be better. Same for "metal" and even "chrome".
It doesn't matter if you only provide 1 texture, as long as we are able to assign a separate texture/ material for (about) every part of the van ourselves.
The Ford GT and the AC Cobra found at Posetteforever are good examples.
Thanks for the comments about the maps. I asked for the doors to be included in the hull as part of the mapping process. This was make things easier and quicker to texture, so I could get the scale right. Particulary for where lines or text would cross over the door and hull.
If you load the model into your mapper like he suggests. It should be possible to create a new material from a group. To block out or dirty windows try a transmap. That works well.
To be honest,and I'm not being mean here, I don't plan on asking the chaps to change any mapping on this model. Any re-mapping always changes things, and that would mean a lot of extra work going over stuff that took a long time to make in the 1st place. Time I could use on making new stuff.
Not certain about a minibus - we do as usual have other cool ideas lined up. Though a back seat prop is possible.
BTW - like the trivia :)
Pinky - you left the lens cap of your mind on again.
Helgard - does that actually make a smaller map, or (as with v2's eyes), just a big map with a small section for the part?
i think you maybe should know why i'm interested, since your decision to combine is based on saving resources. i had to render an image in two parts in poser recently, and i think a huge reason for this was that i had to have a hugely high max texture size even though nothing was in close-up. why? because i was using a single piece of the sanctum art holographic interface thingy, and instead of each piece getting it's own map, the whole thing took one texture. low and behold, if i let it go under 2000 pixels, it looked like butt. i had to render in two parts, and it still didn't look great (weakest part of the image, and this is sanctum art stuff i'm talking about). i was using a few figures that all had large textures, so the weight of textures loaded for rendering increased. maybe there's a better way to handle it that doesn't involve actually making lower res textures with a separate program or remapping the item, but it isn''t apparent to me. i'd much prefer a bunch of small textures to one big one. especially if i can replace smaller parts with procedurals.
face textures are up to 4000 x 4000 pix. 3 figures, with body and head textures, will really start to bog a pic down if the max texture resolution has to be boosted just for a much larger prop or vehicle to render properly.
Materials and mapping are always a challenge.
More materials can make the model more versatile, but it could become a pain for the end-user to recolor. Some people prefer to change all of the "glass" by using one material, but some people would prefer multiple "glass" materials... and other people may get annoyed that there are 10 materials, all named "glass1", "glass2", "glass3", and so on. Sure, Poser 6 makes it easy to copy & paste material settings, but it still takes time to paste the settings to all 10 glass materials.
The Panel Van already has 32 materials. For some people, this may not be enough, for others, this could be too many.
So, I'm not sure what the correct answer is. ;)
VanishingPoint... Advanced 3D Modeling Solutions
it's not the number of materials, which is an issue to me at least. it's that everything is on the same texture.
so, for the holographic interface, there are 7 materials. but instead of each of them having its own texture map, the whole thing uses one. so to render any single part well at middle distance, i needed to set my max texture size to very, very large just for it not to look completely awful. so instead of using one 100 x 800 texture or whatever, i had to allow for a texture up to 2000px by 2000px. which would be issue enough with the prop itself, but i had other figures with other textures. human textures are sold at a resolution that allows for close-ups, so they're very, very large. if it's not a portrait, in poser you can just set your max texture size as high as it needs to be. i don't usually go above 1028 and i could have gone much lower than that in this pic, because the figures just weren't that large a portion of the image and i wasn't rendering at that high of a resolution. in this case, my picture was bogged down because of one prop that needed a huge texture because each material used the same one rather than lots of separate ones.
quote:
**We don't put everything on seperate maps, because then Poser would need ten times the amount of maps, and your rendering would become a long and tedious process, but we do include all these options for the user who wants that extra little bit of control.
**
i'm trying to say, it's much more resource intensive to not only have to large one huge map, but several huge maps just so that the prop renders well. think about something at screen resolution that features your van. a person would be, what 1/10 the overall size of the pic? but because the van needs one huge texture, the human figure has a texture at the same or higher resolution, and as far as i know there's only one control on max texture size for an entire document, the 4 different a-team members one might put in the image will mean 8 new 2000px textures just for their bodies instead of 8 new 600px textures because the van's texture needs to be up to 2000px in this completely hypothetical situation.
i'm not suggesting you remap. i'm just letting you know that i personally had performance issues precisely because of the tactic you're presently using to reduce performance issues.
oh, and i haven't noticed a performance hit on numerous smaller or medium textures. i've had less issues (as in none) with using stonemason sets (lots of different textures) than i did that pic with the sanctum art holographic interface.
"No "Scooby Gang" van??? :-)"
Oh go on then. you've convinced me - a doobie dooobie doobie version it is:)
Actually I do plan to make one mystery machine map - just need to find some time and clear source material.
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"You could provide both ..."
You could. But really it's all down to time.
To offset that problem you'd either have to charge more or cut down on the number of features or textures options.
With every project you have to say stop at one point, otherwise you'd never release it.
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Re the debate on map sizes.
Even if your mapping skills are amazing. With just one map, it's not always possible to fit everything on. Plus my personal take is I find that a large number of hi-res maps seriously increases render times.
Which brings me to the solution for the all issues raised above.
Release a model with a good number of medium sized maps. You don't overwhelm Poser and give the artist a good range of options.
Pinky - you left the lens cap of your mind on again.
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Attached Link: Panel Van at Vanishing Point
A perfect compliment to the Veepster car model, this panel van is perfect for all your van-type needs... whether you`re hauling stuff around or delivering packages or investigating a crime scene or whatever your imagination can come up with..: Features :.- Model built using 3 and 4-sided polygons, making it perfect for Poser and other programs.
-The license plates use the same UV mapping as the license plates on the Veepster, so you can use the already-existing license plate textures (for sale and for free).
.: Product Includes :.- One "panel van" model: obj and cr2/ rsr/ png
--Dead Reckoning (a krazy kustom paint job)
--Fire Brigade
--Flamer (another krazy kustom paint job)
--NCIS
--Paramedic
--Red Crescent (medical rescue)
--Red Cross (medical rescue)
--Rental Van (yellow)
--SWAT
--UK Police
--US Police
--Wave Rider (another krazy kustom paint job)
--Hide/ show police bar.
--Hide/ show spoiler.
--Hide/ show front license plate.
VanishingPoint... Advanced 3D Modeling Solutions