The "What Are You Working On?" Thread

Other half of the hoses (and ignition wires) for the engine. Dozen more things on the list to model forward of the bulkhead (mainly seat + shifter, the rest's small details), then I have to go back and add a bunch of textures.

Well, that clearly looks ready to be released :D

:inlove:
 
Looks yes, sounds not so much :p I mean the GTA's at least an ok placeholder but I don't feel right redistributing Kunos's files.

I also need to find a tame racing driver to make the baseline setup.

And finalize the body's UV map, since I know from experience that people will start making skins regardless how I say not to bother.
 
Looks yes, sounds not so much :p I mean the GTA's at least an ok placeholder but I don't feel right redistributing Kunos's files.

I also need to find a tame racing driver to make the baseline setup.

And finalize the body's UV map, since I know from experience that people will start making skins regardless how I say not to bother.
not great quality but nice transmission whine.
Is this sort of sound we can expect. Also though the escort would be closer in sound compared with the GTA as isn't the BDA built from Kent blocks.
 
I thought the Escort has too much intake noise since it's got individual throttle bodies instead of the cast iron intake. But the nice thing about the entire series running stock specs is any car 1967-1993 is using that engine so it's just a matter of finding something that's decently isolated.
 
Do you see it?

hMVS641h.jpg

0wZps8oh.jpg


LOD B done! :D:D:D

Obviously you wont ever see it that close, but it looks pretty decent from 15 meters away, barely notice the transition unless looking specifically for it. It looks a lot better than I was expecting, looks very low poly in 3ds.

Hopefully that improves things in the performance department! Not quite the 25k target, got down to 36K (ext+int) which I was happy with.

Away to do some AI testing :cool:

LR Interior implemented too, seems fps is better but still not as good as Kunos cars - more than playable though!
 
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OMG!! We could make a Wip3Out 2097 track!! Cars with invisible wheels, a banked track like a bobsleigh run.... :geek:

Don't go giving me ideas! Although if you make the track... :roflmao:

Started unwrapping the Transit last night - discovered that I'll need to make some model refinements, its not quite as good as I remembered :rolleyes: Still its nice to work on something else for a change.

Dallara is almost ready, hopefully not long to go now.
 
Awesome news! Does that mean I need to learn how to skin? :redface:

Btw, I know what you mean about your Transit. I opened up my 3ds max files for the Deutschlandring last night - what a mess! What was I thinking... :rolleyes:

All the ground work has been done, but it's amazing how much you can learn in 4 months working on another track :thumbsup:
 
HI guys !

Just started modding few days ago with blender 2.78. A lot of fail and learn i guess x)

So i did the NurbsPath (with the elevation) and the plane (array and curve modifier).
I must say that the result i quite surprising, I really don't how to feel, but i think I missed something..

meh.png


If some wizard can tell my what is this sorcery, i would love to hear it ! :D
 
HI guys !

Just started modding few days ago with blender 2.78. A lot of fail and learn i guess x)

So i did the NurbsPath (with the elevation) and the plane (array and curve modifier).
I must say that the result i quite surprising, I really don't how to feel, but i think I missed something..

View attachment 170690

If some wizard can tell my what is this sorcery, i would love to hear it ! :D

Thats weird result. Maybe something is wrong with your scale, or some values in the modifiers. Maybe origins of spline and plane doesn't match ? looks like object goes the more off the further it is from origin.
 
Huh, I've been using Content Manager to see how close I am to tricount targets, and CM seems to undercount compared to 3ds. So my 240K+ lod A is (according to CM) 225K, and lod B is a few K lighter too.

Sorted the lod B UV map now too - I'm ready to push the button, just need consent about the SFX :whistling:

lod A
92pwDGI.jpg


lod B
c2vCtZe.jpg


In the meantime, I'm looking to reduce my .kn5 size a bit - anyone have any tips for .DDS formats or anything? I don't think mine is best optimised, using DXT5 for the most part.
 
Huh, I've been using Content Manager to see how close I am to tricount targets, and CM seems to undercount compared to 3ds. So my 240K+ lod A is (according to CM) 225K, and lod B is a few K lighter too.

Sorted the lod B UV map now too - I'm ready to push the button, just need consent about the SFX :whistling:

lod A
92pwDGI.jpg


lod B
c2vCtZe.jpg


In the meantime, I'm looking to reduce my .kn5 size a bit - anyone have any tips for .DDS formats or anything? I don't think mine is best optimised, using DXT5 for the most part.
I use DXT5 only when Alpha Blend is needed. DXT3 for Alpha Test, DXT1 for everything without transparency, and low res (1024² or less) AGRB8 when high texture quality is needed (especially for very dark stuff, compression ducks it up with the DXT formats, and normalmaps, which become grainy with DXT compression)
Zwischenablage02.jpg


Kunos does actually use png files sometimes for non-square textures, don't ask me why.
 

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