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TommyV.
  • TommyV.

    Tommy Vercetti

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#4951

Posted 23 November 2013 - 11:20 PM Edited by TommyV., 23 November 2013 - 11:23 PM.

Guys,was this models good for my FIRST models

http://media.gtanet....image_56554.jpg

http://media.gtanet....image_56474.jpg

http://media.gtanet....image_56521.jpg

And this one,my last and favourite model i created,around 3 months ago

http://media.gtanet....image_57292.jpg

Oh,Project Miami,that was good mod but you cancelled it...Seems like you are better in converting.GTA SPECIAL EXDENDED.My favourite mod:

image_57201.jpg


SaL_Leone
  • SaL_Leone

    Homie

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  • Joined: 28 Dec 2012
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#4952

Posted 23 November 2013 - 11:26 PM Edited by anaconda909090, 23 November 2013 - 11:46 PM.

 

Guys,was this models good for my FIRST models

http://media.gtanet....image_56554.jpg

http://media.gtanet....image_56474.jpg

http://media.gtanet....image_56521.jpg

And this one,my last and favourite model i created,around 3 months ago

http://media.gtanet....image_57292.jpg

Oh,Project Miami,that was good mod but you cancelled it...Seems like you are better in converting.GTA SPECIAL EXDENDED.My favourite mod:

image_57201.jpg

 

Hahah,converting is very easy,I need 5 secondes per model to convert it from SA\VC\III to III\SA\VC..

I will soon continue Varbey City,It will be VERY big,One island based on NY,One based on Miami and one mix of both...But soon,after New Year!


AB0333
  • AB0333

    ___________

  • BUSTED!
  • Joined: 29 Jul 2009

#4953

Posted 03 December 2013 - 05:25 PM

Hey peeps,

 

I've made this small part of map and I noticed that it's too bright, so I decreased the vertex paint value. Here's comparation:

8Ion4NW.jpg

 

Brighter side is 200, and darker one is 150. Did I do the right thing? Should I leave it bright or dark? Or even darker?


nabo45
  • nabo45

    Soldier

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#4954

Posted 11 December 2013 - 11:54 PM Edited by nabo45, 11 December 2013 - 11:56 PM.

Hey dudes!! I just wanted to show you this, as it's a new project I'm working on for IV (duuh!) :) . As of now it's called GTA Barberville, and it's supposed to be a small american town, surrounded by some countryside and stuff. But all that will come later. Right now, I've only finished a small part of the town, although I've got plenty of ideas and I've got a lot of stuff in 3ds Max that is just waiting to get ingame! I've also made an Airport and some small stuff surrounding it, which I'll post if any of you guys are intrested. So it may look unfinished now, but all that will change soon enough!

 

I really hope you like it, and I'm sorry about the quality of the pics and the horrible ICEnhancer setup! :p

 

kze7.jpggoav.jpgb2o3.jpglhb7.jpglyp7.jpgqc0u.jpg4dj9.jpgmwhv.jpg41we.jpgfvkh.jpgyimx.jpg8xgf.jpg47z3.jpgq1xu.jpg5b21.jpgl143.jpgpfwj.jpg01h6.jpgack4.jpgsnbl.jpgp8wm.jpgepw6.jpgqixh.jpg7431.jpg
ftz1.jpg
 

P.S. I could REALLY (!) use some help here, because it's hard to make a mod on your own. And if I'm doing this project alone, it's gonna take a long, long time untill it's gonna be finished. So if you're a modeler, Photoshop artist, scripter, vehicle maker or a spiritual guru, and if you're intrested in this project, I'd love to hear from you! Thanks!! :)

  • ALMOST610, Mark01, universetwisters and 1 other like this

ALMOST610
  • ALMOST610

    Have you driven a Ford... Lately?

  • Feroci
  • Joined: 30 Jan 2009
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#4955

Posted 13 December 2013 - 02:17 AM

Aww, Great work Nabo what a fantastic bunch of models, I cant wait to have a play and explore. :panic:

 

Cookies for you :cookie: :cookie: :cookie:


universetwisters
  • universetwisters

    Ich liebe dich.

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#4956

Posted 13 December 2013 - 02:18 AM

I've also made an Airport and some small stuff surrounding it, which I'll post if any of you guys are intrested.

 

I've seen the airport, but I can't recall the surrounding parts. Please do post, amigo! :)


SaL_Leone
  • SaL_Leone

    Homie

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#4957

Posted 18 December 2013 - 09:08 PM

Wow,!Thats so good and reallistic,gread job!

Mark01
  • Mark01

    It's nice to be nice but I wouldn't lie to be nice.

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#4958

Posted 07 February 2014 - 06:48 AM

nabo45 that's a nice map, it looks cool by night.

 

-----------

 

Hi,

 

Just thought I would share this mod (for those interested) I started last year, basically it adds lightmaps to VC, how? by duplicating and inverting the map's polygons and applying a lightmap texture to it but I never finished it, one because the game were pretty laggy after the modification so it's not optimized at all for the game and this would of taken forever to do it on the whole map plus doing this manually...don't even think about it except if there's a tool that could "automatize" the process... or if you're a robot :sui:

 

WITHOUT

nolightmaps.jpg

WITH

lightmaps.jpg

These 2 pics are ingame if you are wondering.

 

Another mod that will never be finished, it was supposed to be a mod similar to L4D...

pic1.jpg

sans-titre-2.jpg

sans-titre-3.jpg

The map is kind of empty but this were a "test map" just to try out different animations and stuff and it has been left 4 dead due to my lack of knowledge in scripting.

I have plenty of other unfinished mods and models like that on my backup HD but I don't like to show off everything because that's not very interesting, I guess.

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indra.
  • indra.

    3d Modeller

  • Feroci
  • Joined: 29 Sep 2009
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#4959

Posted 20 March 2014 - 09:32 AM

this is my first time importing map model into gta 4...andi got one problem ...there is something weird in the wall shadow.. anyone know what causing this?

EZuQaIo.jpg


universetwisters
  • universetwisters

    Ich liebe dich.

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#4960

Posted 20 March 2014 - 01:14 PM

this is my first time importing map model into gta 4...andi got one problem ...there is something weird in the wall shadow.. anyone know what causing this?

-snip-

 

Could it be the lighting? Looking at Johnny's shadow, you can tell that the sun is over to the right, but when you look at the nearest crate, it has shadows coming from it in both directions, unless that's part of the top of the wall. I'm guessing the latter, seeing as that pattern shows up further down the lane.


theNGclan
  • theNGclan

    ey b0ss, cen u gibe me de peprment pls?

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  • GoSquared

#4961

Posted 20 March 2014 - 07:02 PM

 

this is my first time importing map model into gta 4...andi got one problem ...there is something weird in the wall shadow.. anyone know what causing this?

-snip-

 

Could it be the lighting? Looking at Johnny's shadow, you can tell that the sun is over to the right, but when you look at the nearest crate, it has shadows coming from it in both directions, unless that's part of the top of the wall. I'm guessing the latter, seeing as that pattern shows up further down the lane.

 

The issue seems to be based on the model itself. Not the shaders.


universetwisters
  • universetwisters

    Ich liebe dich.

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#4962

Posted 20 March 2014 - 07:04 PM

 

 

this is my first time importing map model into gta 4...andi got one problem ...there is something weird in the wall shadow.. anyone know what causing this?

-snip-

 

Could it be the lighting? Looking at Johnny's shadow, you can tell that the sun is over to the right, but when you look at the nearest crate, it has shadows coming from it in both directions, unless that's part of the top of the wall. I'm guessing the latter, seeing as that pattern shows up further down the lane.

 

The issue seems to be based on the model itself. Not the shaders.

 

Ahh, seems that way.

 

Taking another look, it looks like the textures are upside down, like the doors, windows, etc.


Frank.s
  • Frank.s

    PingPang

  • Feroci
  • Joined: 15 Apr 2008
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#4963

Posted 20 March 2014 - 09:57 PM Edited by Frank.s, 20 March 2014 - 10:02 PM.

This bug is common on GTAIV and V mapping. Even R* get it so they made a workaround. :)

 

To show a good shadow on models that have this bug you need to create a cube inside the wall and that cubes shadow will fill in the missing areas because the cube has faces in all directions so there is no way that the shadow can f-up. This is a method R*s modelers used on GTAIV and GTAV's map (mainly in tunnels) because RAGE sometimes borks the shadows if they are cast from faces that aren't oriented in just the right way. Cubes (or any appropriately rotated polys inside the hidden cavity) will fix this. :^:


indra.
  • indra.

    3d Modeller

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  • Joined: 29 Sep 2009
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#4964

Posted 21 March 2014 - 01:58 AM Edited by indra., 21 March 2014 - 02:56 AM.

thanks.. :^:

 

but there is one more thing..look at this...

0BqVlfL.png

w9uQDsL.png

 

anyone can explain that?


sharpie_eastern
  • sharpie_eastern

    Do it thyself

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#4965

Posted 21 March 2014 - 03:32 AM

nabo45 that's a nice map, it looks cool by night.

 

-----------

 

Hi,

 

Just thought I would share this mod (for those interested) I started last year, basically it adds lightmaps to VC, how? by duplicating and inverting the map's polygons and applying a lightmap texture to it but I never finished it, one because the game were pretty laggy after the modification so it's not optimized at all for the game and this would of taken forever to do it on the whole map plus doing this manually...don't even think about it except if there's a tool that could "automatize" the process... or if you're a robot :sui:

 

WITHOUT

nolightmaps.jpg

WITH

lightmaps.jpg

These 2 pics are ingame if you are wondering.

 

Another mod that will never be finished, it was supposed to be a mod similar to L4D...

pic1.jpg

sans-titre-2.jpg

sans-titre-3.jpg

The map is kind of empty but this were a "test map" just to try out different animations and stuff and it has been left 4 dead due to my lack of knowledge in scripting.

I have plenty of other unfinished mods and models like that on my backup HD but I don't like to show off everything because that's not very interesting, I guess.

Is this all on the VC engine?


Frank.s
  • Frank.s

    PingPang

  • Feroci
  • Joined: 15 Apr 2008
  • None

#4966

Posted 21 March 2014 - 07:54 AM Edited by Frank.s, 21 March 2014 - 07:59 AM.

Indra, weird lighting is usually caused by welded verts so select the polys that cause the issue and detach them to the same element (basically just breaking the verts from the surrounding faces that's all).

 

Sharpie, i think so.


indra.
  • indra.

    3d Modeller

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  • Joined: 29 Sep 2009
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#4967

Posted 21 March 2014 - 09:23 AM

thanks again...actually gims can export smoothing group for map object, no need to detach them..but i just realize my exported models doesnt even have smoothing group...

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Mark01
  • Mark01

    It's nice to be nice but I wouldn't lie to be nice.

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#4968

Posted 21 March 2014 - 03:12 PM

 

Is this all on the VC engine?

 

Yep, vertex color engine lol :p


universetwisters
  • universetwisters

    Ich liebe dich.

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#4969

Posted 23 March 2014 - 10:48 PM

So I gave cityscape a try.

 

Yeah...

 

Y9ZtD.jpg

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jtr007
  • jtr007

    Sup?

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#4970

Posted 28 March 2014 - 12:46 PM

Whats this program dude?


universetwisters
  • universetwisters

    Ich liebe dich.

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#4971

Posted 28 March 2014 - 03:29 PM


Whats this program dude?


I just said, cityscape.

BrotherCena
  • BrotherCena

    SilentViper94

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  • Turkey

#4972

Posted 02 April 2014 - 01:04 AM Edited by BrotherCena, 02 April 2014 - 01:05 AM.

I'm the first attempt. How is it? Gta style:DIt is unfinished. :)
 

150084_606091489485600_1124117070_n.png

 

 

https://fbcdn-sphoto...124117070_n.png


Keith Ward
  • Keith Ward

    Mark Ass Bitch Punk Trick Busta Fool

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#4973

Posted 02 April 2014 - 01:38 AM

I like how the textures have watermarks...

  • universetwisters likes this

ssbawesome
  • ssbawesome

    Tromboning

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#4974

Posted 02 April 2014 - 11:01 AM

I'm the first attempt. How is it? Gta style:DIt is unfinished. :)
 

150084_606091489485600_1124117070_n.png

 

 

https://fbcdn-sphoto...124117070_n.png

IMO, it looks like it belongs in Portland in GTA III. It'd look nice in Saint Marks.


BrotherCena
  • BrotherCena

    SilentViper94

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#4975

Posted 02 April 2014 - 01:47 PM

 

I'm the first attempt. How is it? Gta style:DIt is unfinished. :)
 

150084_606091489485600_1124117070_n.png

 

 

https://fbcdn-sphoto...124117070_n.png

IMO, it looks like it belongs in Portland in GTA III. It'd look nice in Saint Marks.

 

Agree. Thanks for your comment
 

I like how the textures have watermarks...

Agree. For the first time I'm doing a little will improve. Thanks for your comment

A new one. : D

1609944_606135902814492_1128616302_n.png


mariojoao00
  • mariojoao00

    McBurger Shot

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#4976

Posted 14 July 2014 - 05:29 PM

Here, this is a veeeeeery simple thing, but i think it´s enough to prove that you need no longer to close my threads:

 

256soyu.jpg

 

It´s so simple, that there aren´t even any textures yet! But, well... that´s it :)


AdusPL
  • AdusPL

    GTA III Dark Edition

  • Feroci
  • Joined: 06 Jun 2013
  • Poland

#4977

Posted 14 July 2014 - 05:39 PM

Whoa, you've made a small road.
It's width and height doesn't match GTA. And delete unneeded polys.
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mariojoao00
  • mariojoao00

    McBurger Shot

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#4978

Posted 14 July 2014 - 05:46 PM

I´m new on this. I´m still learning, but, OK. :)

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ssbawesome
  • ssbawesome

    Tromboning

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#4979

Posted 14 July 2014 - 05:50 PM

I don't think a road is enough to prove that your topics shouldn't be closed. I can't model well, but I can make a simple road and that isn't enough to convince mods not to disregard your "mod". Make some actual buildings and some characters and then try to convince the mods.

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mariojoao00
  • mariojoao00

    McBurger Shot

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#4980

Posted 14 July 2014 - 06:07 PM

I don't think a road is enough to prove that your topics shouldn't be closed. I can't model well, but I can make a simple road and that isn't enough to convince mods not to disregard your "mod". Make some actual buildings and some characters and then try to convince the mods.

:/

As I said:

"I´m new on this. I´m still learning"





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