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Completed NWS11 render needed

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RaCeRKiD5

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I need a good shot of the front, need to make sure it lines up....

 

Sage

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I'm guessing that there's a valid reason you can't use the CarViewer for this task. Right?
 

RaCeRKiD5

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Yes, I tried CarViewer a couple weeks ago and it was completely white when I put the tga on it.
 

JeffJordan

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The Florida Gulf Safe logo on the rear panel is flipped, Shawn.
 

Rogue

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Now you can see what has to be done
 

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Mustang

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Yes, I tried CarViewer a couple weeks ago and it was completely white when I put the tga on it.

You done it wrong... Load your carviewer program, go to Open and find the chevy.X file, load it up.

Then on your Photoshop or Paintdot.net program or whatever you use you need to save your paint as a Bitmap ( .bmp ). Save the bitmap to the same folder the Chevy.X file's in, call the Bitmap CARD .

Go back to carviewer and go to Open, Load texture and load up your CARD bitmap. It should be ur paint.

That's what you need to do, TGA is for NR2003
 

JasonRSC

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Not sure why you've got the Bi-Lo logo on there. It should go, from top to bottom, Chevy bowtie, Dollar General, Great Clips, Brandt, AccuDoc & Exide. Also, you're missing quite a few associate sponsors in front of the rear tires, the Safety Kleen logo. You should edit the contingency decal layout to match what Turner Motorsports runs. Don't forget the correct signature. You should be able to cut it out from the banner at the top of his website.

Not trying to nit-pick (I suppose it'll be taken that way though). Just trying to get you over to that next step in painting. It's not a bad attempt, I'm just trying to help make it even better.
 

RaCeRKiD5

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No it's not taken that way, thanks for the constructive criticism, the render was for the front, I was going to change some things around, thanks
 

Sage

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wafflestv,

Better yet, get Zmodeler 2 and the Zmod files at Northwest Racing.
Why? Because with Zmod you can save your work as a .tga (makes it easy to then swap into NR2003's exports_imports folder) but more importantly you can give it any name you like and you can save the Zmod file with a specific name as well. Very handy if, like me, you have a dozen or so projects going at once. You are now allowed to Open a specific Zmod file (say, Bob's Ford) play with the paint and then Open Bill's Dodge. The need to constantly overwrite the card.bmp is now taken out of the equation.

I'm attaching a shot of one of my Zmod file directories so you can get an idea of what I'm talking about. Each of the red icons is a different Zmod file of a car that can be opened individually. Each of the .tga car files is saved independently from the others (no more overwriting the same *.*.bmp file).

Opening the car model is as easy as navigating to the proper folder and selecting the appropriate .z3d file.
Once opened, click 'E' on your keyboard (this brings up the 'Material Editor') and then
1. In the top left window click the 'Down' arrow and scroll down & select 'paintjob'.
2. Click on the 'Primary Texture' button.
3. Click on the 'Add' button.
4. Select your texture (in this case Chevy_Impala.tga).
5. Press the 'OK' buttons twice.
The color has now changed from the default blue to red. Whenever it comes down to tweaking things by pixels (like the nose graphics in your current project) this is where Zmodeler really comes into play. Tweak your 'paint', save the .tga in the Zmodeler directory (makes it easier to find), open Zmodler from the Taskbar and hit Ctrl+R (Refreshes the current 'paint').

Bam! Done.
 

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