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[WIP/IV/SA..] 1971 Chevrolet C-10 Short Bed
Posted 13 July 2012 - 03:36 PM
I took my stock long wheelbase C-10 model, shortened it, detrimmed it and stole wheels off another car of mine. Not much, but it looks cool and thought I'd share. Polycount is 63000+
Posted 14 July 2012 - 10:24 AM
Okay, what to say - it looks a bit too clean for my taste but looks good (I thought - who would tune a car like that this way and only then saw your mention of where you got the influence). I bet this would look mint in IV and some ICEnhancer shots.
With that much polies it's strange to see that your rims aren't perfectly smooth, I can see some discreet jaggy edges. Just thought to point it out, but it's not much of a matter.
Posted 14 July 2012 - 12:47 PM
Yeah, lack of replies/interest is why I don't make these anymore. I dunno where all the car makers and the following went I didn't expectg much for this one anyway, since it doesnt difer that much from the original. But the original didn't get much response either.
Maybe when GTAV PC modding becomes possible it'll pick up.
About the wheels, they are from another car that I made many years ago, so they aren't as sharp as a new wheel I'd make now. If you search you can find the original version of this truck on this forum and see the wheels I did for it, which in retrospect are probally too rounded/smooth for a game models wheel.
I'd love this in IV, but my 'ingame installers' have moved on as well, I believe. Oh well.
Posted 14 July 2012 - 02:02 PM
Car looks excellent Burner, as always when it comes from you.
If you mean flashg, you can always hit him up on the_borg.
Posted 15 July 2012 - 02:13 AM
Every day I check GTAInside, full of Forza crap, nothing but cars from Forza.
Damn these suckers!
I love this car, however, I prefer stock vehicles.
What happened to the C-10, that other lightblue pickup in your other topic?
Would you allow me to convert that C-10 baby to GTA SA?
Posted 15 July 2012 - 11:46 AM
|QUOTE (Burner @ Saturday, Jul 14 2012, 12:47)|
|What does too clean mean? Heh.|
Maybe it's just me, but this kind of car doesn't look good just with dropped suspension and new rims (and removed chrome decals/trim) I liked the original's practical stuff like towbar and other stuff. And where's the mirrors? Did the original really don't have any side mirrors? Maybe you should add some JDM style mirrors, on the wings.
However, if I'd see this car in real life, then probably give the owner a high five, as it's preserved in such mint condition - but apart from that, this needs something else.
I'm not criticising you at all, I just give my opinion on this kind of tuning.
Anyway, I remember you had a Fiat modelled in 3Ds Max. For first 2 years I used ZModeler2, doing small and unimportant stuff and never learned that much, apart from what can be done when you know how to model. I then moved to 3Ds Max and got a huge boost in improving my modelling skills (which are far from perfection of yours), so I want to know which you prefer the most - ZM2 or 3Ds Max?
Posted 15 July 2012 - 12:56 PM
This truck appearing to 'clean' or like something is missing is another example of things not translating well to 3d. I've noticed that on some of my other customized cars with shaved door handles and such before. What can ya do..? *shrugs*
I didn't have a set of mirrors for the truck I could swipe off another model, and for the purposes of this model, didn't feel like modeling new ones. The original wing mirrors didn't fit the style of model, so I just left off mirrors.
I still use zmod 1 I think the biggest reason I dont use Max and ZM2 is the way the 3d view works. In Max/Zm2, I can't just drag my mouse from the side/front/top view where I'm working to the 3d view, click on the model, and rotate/zoom with the left/right mouse buttons. I have to make that additional click on the hand icon or the magnafing glass icon, then rotate/zoom. That annoys the piss out of me. Plus mapping in Max is too complicated and automated. I make my textures first, then texture map the model to fit the textures. Max is set up for automapping the model based on preferences, then in photoshop, I gotta stretch/draw the tex to fit the mapping. Pain in the ass. It's easier to drag a vert in UV mapper to make the polys fit the weird angled textures I use most of the time. Plus being able to rotate the mapping on the x,y,z axis in uv mapper is a life saver. I'm sure I can do that stuff in max, but I'd probally have to go through 10 sub menus to do it. Maybe I'm just doing something wrong?
Posted 15 July 2012 - 01:03 PM
Posted 15 July 2012 - 08:53 PM
|QUOTE (Burner @ Sunday, Jul 15 2012, 12:56)|
|Plus mapping in Max is too complicated and automated. I make my textures first, then texture map the model to fit the textures. Max is set up for automapping the model based on preferences, then in photoshop, I gotta stretch/draw the tex to fit the mapping. Pain in the ass. It's easier to drag a vert in UV mapper to make the polys fit the weird angled textures I use most of the time. Plus being able to rotate the mapping on the x,y,z axis in uv mapper is a life saver. I'm sure I can do that stuff in max, but I'd probally have to go through 10 sub menus to do it. Maybe I'm just doing something wrong?|
Well, 3Ds Max 2012 now has a completely different way how the UV maps are made (It is how you described, and even more advanced, plus you can rotate through all 3D views just by click 3 buttons, but you can easily make all the textures into only one XYZ plane, instead of spreading them all into 3 different ones). The 2011 and previous versions had it similar to ZM2's UV mapping.
And about your viewpoint concern, I'm 90% sure that there is a way to change that, some people still prefer to model the old-school way, so I think there should be a script/plugin for 3ds max out there.
But, oh wow, ZM1 for such high poly model? That is not for me, I sure can't handle that. But I might try to make something in it one day.
Posted 15 July 2012 - 11:27 PM
|QUOTE (Burner @ Sunday, Jul 15 2012, 07:56)|
|That is a big block|
With a small block exhaust port layout? Am I missing something, or am I being overly picky?
Posted 15 July 2012 - 11:34 PM
Lol, oh yeah, I forgot about doing that. I figured no one would notice You are being overly picky
"Now you know you need to throw a big block in your irlcar."
Big blocks make great race engines, but not good for daily drivers. I had one in a 70 Monte carlo, and I fixed it about as much as I drove it. PLus, my truck now with a small block does only like 10 miles to the gallon as it is
I keep hearing that it is hard to make high poly models in zmod1. For me, it really doesn't take that much longer. Just a few more break/reorient clicks. And in max or zmod2 with it's automated features, 90% of the time, I have to go in and manually adjust what has been done by them anyway to get the effect I'm after, especially when chamfering. It's almost the same to do it manually from the start, then to select all the edges manually, click chamfer, then click all the edges again to adjust them. Max has got em beat hands down with meshsmooth. But that is if the model is set up correctly for it. You have to preplan certain areas to look good with meshsmooth later, or you get some goofy effects with it.
I'm like those old guys who still prefer carburators to fuel injection I'll break down one day and move on to max. I'm curious to see what ZM3 looks like.
Edited by Burner, 15 July 2012 - 11:40 PM.
Posted 16 July 2012 - 02:33 AM
Its looking awesome!!!! I like it ALOT!
Edited by ElMafias, 16 July 2012 - 03:31 AM.
Posted 10 August 2012 - 04:10 PM
Looks great Burner, always loved your vehicle mods!
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