Cars Work stopped on - W.I.P. Nissan Skyline GT-R V-Spec (R33)

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**Nissan Skyline R33 GT-R and GTS series.

edit 08/08/2018


Priority models for the first public release:
  • 1993 ECR33 GTS25t Type M Active-LSD
  • 1995 BCNR33 GT-R V-Spec
Others R33' WIP:
  • GTS25t Drift (At least 2 different specs)
  • GTS25t Stage 1
  • GT-R Stage 1
  • GT-R Time Attack
  • SOON
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My Flickr Page
Release very soon. :thumbsup:
 
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After a long time, I think it's time to refresh this "WIP Thread" and share a brief update on R33 status:
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Firstly about the R33 GTR I am grateful to my friend 'MisterCognac' who helped me a lot
with great references of his car, as nice high-res photos, measurements from some parts,
feedback and without forgetting of course the RB26 sound recording.

At the moment, the car just works ingame, regarding the 3D still lacks some more polishing, reviews, interior trim and other textures.

For the entire mod still enough needs to be done in the physics and sounds department, animations and other features.

SDK shading was the best I could do for now.
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- 1993 GTS25T Spec 1
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Using parts from the GT-R, I did a conversion to GTS, starting with the first model from 1993, following all the basic dimmensions from the GTS' body,
depending on what we get with the physics, this can be released first than the R although we do not have sounds for the RB25.
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suggestions for improvement are welcome, until now this car model have around 200k tris (HQ ext+int only)
 
Possibly yes, I even plan a certain T.A. model that I really wanted to do but let's keep in mind that this can take a long time even after the Stock and Light Tuned / Drift specs come out, it's a matter of how much data we can get to physics be realistic enough for it and also the time and availability of those who are working on physics.

With enough data and somebody for work on physics, I'm willing to modelling any version of R33 since it is be a 2 doors/coupe model
 
Brief news about R33 progress
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Right now the main model "LOD A" there is not much to be done in 3D (I hope) still parts like rear wipers and seat belts need to be finished,

Textures/UV Mapping it is fully uv-mapped, AO textures done, most others textures including lights, badges and dials was made from scratch.
After that it still comes the step that I'm a complete noob that would be to do the damage and dirty textures.

Animations, This is the first time I try animations, the doors works but the driver... I tried to make the driver animations on a first try, but they didn't work well only the driver's position seems to agree with what I did but nothing else, the hands don't move. I'll try again using other alternatives later

Very soon I will be able to give you information about the progress of the physics and engine sounds

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Showroom only, car details exterior + interior

Credits to Patrik Marek for the dash texture which by the way fit very well as the 33's Dash :thumbsup:

Any suggestion of improvements or fixes let me know! Even by PM if you prefer.
 
The 400R won't be forgotten ;) I'm just starting with the standards models and some concept for a possible drift spec.

GT-R Stock HQ Model - It's complete, may be that some minor tweaks are required because only the main model (INT+EXT) with interior LR, has around 306k tris. Does it look so much?

Also I'll start from now do the driver's animation, LODs and improve the textures+shaders.

R33 current stage:




R33 Tuned/Drift Spec



It will also have a custom interior - steering wheels, seats and so on.

My plans is to release at least 1 GT-R and 1 GTS25 at same time, although I still need to know someone to help us get the RB25 sounds.
 
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