Looking great!
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.
Looks yes, sounds not so much 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.
OMG!! We could make a Wip3Out 2097 track!! Cars with invisible wheels, a banked track like a bobsleigh run....
Awesome news! Does that mean I need to learn how to skin?
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 !
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)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
lod A
lod B
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.