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This forum contains discussions about all things Knight Rider.
Moderators: neps, Matthew, Michael Pajaro
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ilana
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- What year did the original Knight Rider start: 0
- Location: Moscow, Russia
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by ilana » Mon Jul 13, 2009 8:46 am
I made a computer about a year ago. It has 640 mb video card, 2.75 gis of ram
Good machine!
The driver is drunk at some bar and eating a burger from the floor.
Oh, send him to the AA! It seems, he has problem with health.
Is it possible to use 3ds Max model in Maya, what do you think?
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Wildbayres
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by Wildbayres » Mon Jul 13, 2009 7:39 pm
mhhhh. you would have to get a .max to .obj converter. Why do you want to do such thing?
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ilana
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by ilana » Tue Jul 14, 2009 3:25 am
Thank you! That is good!
You see, I think I'll have my Hoffy model done in 3ds max soon. I thought to suggest you to put my Michael into your KITT...

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Wildbayres
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by Wildbayres » Wed Jul 15, 2009 5:28 pm
For sure! thanks for trusting me with your model. =)
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Wildbayres
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by Wildbayres » Wed Jul 15, 2009 5:30 pm
By the way... check see if Max can save the file as an OBJ (now that they are both owned by autodesk) =)
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Drifty
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by Drifty » Wed Jul 15, 2009 7:50 pm
Wildbayres wrote:By the way... check see if Max can save the file as an OBJ (now that they are both owned by autodesk) =)
I have Maya 2008 and 3DS Max Design 2009 and I can easily export as .obj and import the files in to the other. I am frequently going back and forth between and haven't encountered any problems doing things this way.
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ilana
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by ilana » Thu Jul 16, 2009 11:59 am
Wildbayres wrote:For sure! thanks for trusting me with your model. =)
Great! Thanks for you, too! I hope to show the face of my Michael to the world very soon. Right now I'm styling his hair.
Thank you, guys!
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Tobie
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by Tobie » Fri Jul 31, 2009 7:33 pm
hey guys, heres one idid for the knight rider fan game!
tob
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- hghhh.jpg (111.17 KiB) Viewed 25691 times
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Wildbayres
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by Wildbayres » Fri Jul 31, 2009 8:51 pm
Tobi.... i love that model. Its gonna look great in the game! I love the detail of the bent signal light plastic covers (in front of the headlight). Those were never straight in the real car! =) Should I bent the ones on mine?

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Tobie
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by Tobie » Sat Aug 01, 2009 12:02 pm
depends what season you want to do,
s1:bent
s2:bent
s3: whole front peice is bent(even around the scanner) ie: episode KITT vs KARR
s4:solid 1 peice nose.
tob

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Tom
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by Tom » Sat Aug 01, 2009 1:16 pm
Tobie wrote:hey guys, heres one idid for the knight rider fan game!
tob
That one looks pretty sweet if you ask me.
"Pain is temporary, but the pride lasts forever"
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Wildbayres
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by Wildbayres » Sat Aug 01, 2009 8:52 pm
I like the one with those plastic things on the nose. I dont like the one without. the thing is that mine will have the super pursuit mode, and that with the season one nose.... (and its dashboard) dont mix. I guess i am getting the best of both worlds.
also... your model is awesome for a low poly in game car. I wonder ho0w the vivendi people got the model so bad... come on look at it. its horrible. What a dissapointment that game was. Car had horrible driving control. Story line sucked! You guys should try to tweak your game to mimic the maneuverability of Burnout Paradise. ( to me, the best driving game to date.)
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Tobie
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by Tobie » Sun Aug 02, 2009 10:30 pm
what you said about my work was very appreciative to me, and im extremely flattered, its great to hear things like this, especially from people who are more talented than me!!!
man i wish i could have worked on the KR game, but i think because of legal reasons they couldnt make it look too close to an 82 trans am, but i think with pioneers like Wildbayres out there well be ok!
tob
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Kal-el4
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by Kal-el4 » Mon Aug 03, 2009 1:08 am
tobie, if I give you the pics needed, can you do a 3d rendering of my KI2T Stang? I love your 3d renderings of KI2T
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Tobie
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by Tobie » Mon Aug 03, 2009 11:41 am
ki2t mustang? sounds mad!, post a pic!
tob

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Wildbayres
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by Wildbayres » Mon Aug 03, 2009 8:31 pm
Tobie.... you are mad talented. What are you talking about???? You are working in a model made for video games, in which your poly count has to be limited. I am working on mine without any regards of how high poly it gets! Dude.. your car is 100% accurate in regards to shape. Thats why I like it so much. Also you work on 3d max right? I was never able to do squat on MAX. I work in Maya and I find it sooo much easier to model than MAX. So Kudos on that also!
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Tobie
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by Tobie » Mon Aug 03, 2009 9:18 pm
thanks man! but im not that good!, its because of your work i had to put some more effort in mine! lol!
to put my models in a game is easy! you just need the the right scripts! and a bit of patience!
you must be good because MAYA was used for the new War Of The Worlds FX ie: tripods and such, so you must be doing somthing right!!!
tob

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Kal-el4
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by Kal-el4 » Mon Aug 03, 2009 11:22 pm
my KI2T stang is still in it's concept stage tobie, but I do have pics of how I'd like him to look. Basically, my KI2T is an black 2009 GT Ford Mustang with black and tan parchment interior, an hoodscoop that is similar to his old one, but smaller; agent 47 racing mirrors, California Dream front side fenders, and saleen black wheels....
do you have an email address so I can send you the pics?
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Matthew
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by Matthew » Thu Aug 06, 2009 10:50 pm
Hi Wildbayers,
To expand a little on what Tobie said, in season 1, the bumper had cutouts that were similar to the stock nose. Tinted covers were then screwed on top. This created a slightly bent surface that allowed the sidelights to be completely visible when active.
Having looked at your most recent renders, if you're creating a season 1 version of KITT, then this look is quiet close to being simulated already.
Matt
KITT's Original Cutout Covers

Welcome aboard the Knight 2000.
Thank you. What's all this, it looks like Darth Vader's bathroom?
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Wildbayres
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by Wildbayres » Thu Aug 06, 2009 11:00 pm
I see.... Thanks MAtthew. I like that nose the best. I dont like the latest one without those covers.
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Matthew
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by Matthew » Thu Aug 06, 2009 11:26 pm
I’m more of a season 3 guy myself, although that is primarily due to the redesigned dashboard with the whiteout LED look from the early episodes. Season 4 did take the nose in the wrong direction though, as when compared to the evolution of the first three years, it got far too angular for my liking.
Matt
P.S. I have to say that I’m very impressed by the work you’ve done thus far. The attention you’ve paid to the finer details have taken you a step closer to creating one of the most accurate renderings that I’ve seen to date.

Welcome aboard the Knight 2000.
Thank you. What's all this, it looks like Darth Vader's bathroom?
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Tobie
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Wildbayres
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by Wildbayres » Fri Aug 07, 2009 8:36 pm
Matthew wrote:
P.S. I have to say that I’m very impressed by the work you’ve done thus far. The attention you’ve paid to the finer details have taken you a step closer to creating one of the most accurate renderings that I’ve seen to date.

Thanks Matt!! I am trying to do my most detail model yet. I cant wait to get back to it. With the moving, finding a place, and my work schedule, I couldnt dedicate time to good ol' Kitt. But My gues is that in about two weeks when im settled in my new place.... Ill get right back to it. =) Thanks for the kind words! =)

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Wildbayres
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by Wildbayres » Fri Aug 07, 2009 8:39 pm
Thanks for those pics tobie. Actually the season 4 pic doesnt look bad at all. mmmmh maybe change my model to that? I do love the 4 fog lights instead of the 6. 6 looks like too many, and makes it look like kitt has teeth!!! Exactly like this smiley
Also that pic is from its losing the molecular bonded shell.... minutes away from destruction... mmmh nice!

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Tobie
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by Tobie » Fri Aug 07, 2009 9:45 pm
nicely spotted! id stick with the S1 nose panels, they are more widely recognised.
i made some models for gtasa ages ago, and they all had random noses depending on the season,check them out here:
http://www.youtube.com/watch?v=H1NukUH3nlc" onclick="window.open(this.href);return false;
see how many episode alterations you can spot!
tob
