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       Zanoza Modeler (ZModeler) was developed as an independent 3D editor, that makes possible creation of custom add-on objects to Direct3D based games. In the begining it was adapted for Need for Speed 4, but later became much more independent.
       Regardless what game one will use custom add-on object, there are some common rules and approaches in creation of the objects. This tutorial describes how to create add-on CARS from scratch. Just from first execution of ZModeler up to final tuning steps. And, of cause, this tutorial can be applied to creation of any objects.
       If you have previously modeled in 3D Studio Max, then it's strongly recommend to read the following chapter.

       Well, the 3DSMax is an universal 3D modeling software, but since it's aimed to another class of objects (high-detailed) you might get a lot of difficulties when lunching you add-on object in the game. More over, 3DSMax seems to be unadapted for low-polygon type of modeling.
       First of all, the main distinguishing feature of ZModeler is that it's adapted for Direct3D and, as expected, supports a lot of it's features:

  • Shading - 3DSMax has an absolutely different uproach to shading of polygons. All the polygons has a so-called Normal vector that used to determine how the polygon will be shaded. The following image illustrates, how it works.

    Direct3D has another approach to shading. In D3D the vertex has normal, but not the polygon. Thus, when the normals of the vertices are non-parallel, the polygon appears smoothly shaded. That's simulates smooth surfaces.

    But this doesn't mean D3D polygons are always smooth-shaded and D3D can't render sharp edges. As you might expect, it's also possible. To achieve this you can create double vertices, so the polygons don't share verticies; and since the vertices are double, the normals can be adjusted for each vertex separetly, so they are parallel across the polygon.

  • Mapping - 3DSMax differs in mapping too. In 3DSMax texture mapping coordinates are assigned to the vertices. Thus texture of two polygons matches on the edge.

    In ZModeler the polygons have UV mapping, but not vertices. Thus you can assign any mapping to neighbour polygons and this texture might (if desired) not match on the edge.

  • There are also other differencies that are not worth been mentioned here.

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