Just started this last night. Spent about 4-6 hours on it so far probably?
This is going to be going into GTA IV on PC. I still need to figure out the pipeline exactly, but I'll worry about some of that later.
Right now it sits at just over 4K polys. I'm aiming for under 10K polys since the Banshee I looked at was around that for its high poly mesh. Then I'll spend another 10K on the LODS and whatnot.
Anyways, more to come.
Matt
Replies
Once you get some more done put up some wires as well.
The only thing i can see (not knowing much about this car) is the wheel arches could be abit rounder and smoother, just check out some ref and you should pick up what i mean
Good work mate
I should get a good chunk done tomorrow and will post along with a wire.
thanks alot for the comments .
Got some work done on it today. Not as much as I was hoping. Some things caught me up on the model.... I'm still working on the front bumper.
I also need to play around with my wires yet, damn smoothing issues..... I know tris and 5 sided + f*ck them up, but if you guys have any quick ideas, throw em out.
thanks,
M
Basically I just need to cut it up and make all the appropriate stuff for GTA IV.
I might be making the hard top a variant since a car I'm looking at replacing has that setup. So idk yet what I'm going to do.
I'm confused though, are you just modeling out the in game mesh? no subD to bake normals from? A good subD high poly normal map bake down onto that mesh would clear up some of the smoothing issues you have. It might also help you optimize that mesh as well.
I must admit though that I know nothing about the GTA IV engine so maybe it doesn't use normal maps and I'm making a complete idiot of myself here :poly136:
I think alot of next gen games are like this?
thanks for the compliments
Man I need to pick up GTA IV, still waiting for the price to come down a bit though as funds are tight atm...
Yeah the Bel Air is going great. Some errors at the front under the head light, and on the rear where the boot meet the tail fin thing, but you will be able to add more tris and work these out quite easy.
keep it up man! cant wait to see it in gta
Just tweaked some small things like the fenders a little, and mostly worked on the bumper.
I think I'm about done with it now (bumper), just need to cut/weld some stuff together.
More to come...
M
Not much of one, haven't been able to work on this alot lately, family was visiting. Anyways, here's what I have now...
M
Sorry, don't mean to hijack your thread, but does anyone incorporate patch modeling for cars these days? It seems like it would be really advantageous being able to tweak with the handles of a patch, since most of the pieces are small and curvy.
I don't use patches, but that is an interesting idea. I mostly use boxes and edge extrusions.
Got a good chunk of stuff done this weekend.
I still need to tweak some things, but most of the interior and whatnot is done.
I just started on the dash, so that will take a little bit.
More to come...
-M
I will often select a series of verts and then generate a curve from them, smooth the curve, and then snap all the verts to the curve (this is in Maya). It's not using patches directly but it's a great way of working if your 3D app supports it.
Well, the interior is basically done. I still will prob. be tweaking some stuff... Onward to the engine and bottom of the car!
-M
[ame]http://www.youtube.com/watch?v=I7yK3JddPT0[/ame]
Still needs quite a bit of work, mostly interior/bottom/engine textures/normals and I need to fix the handling a decent amount... Also other small fixes..
More to come...
-M
If there was a way to hide the player model while driving, Stephen King would be proud.
its actually pretty hard, as the only tool that can export to the game's vehicle format is zmodeler 2, and most 3dmax users find this app really dull and boring. there is no way to import your vehicle easily from 3dmax to zmodeler too, as there is no OBJ import or anything like that. :thumbdown:
The car is looking awesome, and yeah interesting to see some scratch made content as IV is now being flooded with conversions from other games :poly117: looking forward!
But for the most part, all I need to use Zmod for is wheel collision setup, and shader setup. I found a script for Max, that works in 2010 64 bit even, that allows you to export as a .dff (old gta format)
So then I export as that, import into Zmod, unlink the .dff dummy from the rest and delete it, and setup my materials, then export.
You just have to make sure to do all the heirarchy stuff properly before hand. Materials are also picky, and need to be setup an exact way to work.
I am thinking about making a tutorial on how to get from Max to Zmod to GTA IV.
But um... the link to the plugin is here...
http://www.gtaforums.com/index.php?showtopic=218318
Having prior gta modding experience helps alot, but it's not too bad. Just get SparkIV and G-Texture and your good to go. SparkIV lets you access the .img files so you can import and export .wft and .wtd files .
Then import .wft into Zmod, which is the meshes file, so you can reference how they setup their cars.
seeing the work gtaforums are what made want to do 3d, I managed to get a broken(wheels sideway, flat body paint, no opacity on windows) Skyline into San Andreas. I'd appreciate a tutorial for IV.
Again, looking forward
Can I make a suggestion for an alternative paint scheme?
You don't have to buy Zmod for dff support, but you do for GTA IV files. But, this dudes been working on this stuff for like 10 years, so I figured he deserves it.
I've been messing with handling for the past few days, but it's hardly getting any better.... I'm beginning to think it's somewhat hardcoded, but idk. I just made some changes now and am about to test.
All you'd need is some black window tint and you'd have your own demonically possessed indestructible homicidal car.
For Physics, can you make the car heavier? Seems like for a big old car like this is, from the video at least, it's very light.
Yeah, I've been fighting the handling the last few days.....
I've come to the conclusion that no matter how much i change the handling with the actual handling file, it doesn't make really any difference. I think it's based on the pivot point in zmod/Max. So I need to adjust it that way.
About the roof color, yeah, I wanted to do a dual color/ top white, bottom red or whatever, but the car I've replaced only allows for one paint color I'm pretty sure, and it's hard coded from what I understand. I will look into it more.
I could replace a diff car, but I replaced the one I did because it was quite similar in style/size.