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My firts mods

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mariano1239
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#1

Posted 08 May 2013 - 04:00 PM

Hello, i'm new with 3ds max, i've been practicing and i want to show you the first mods i've made for GTA SA, if you want to give me an advice you are very welcome.
Sorry for my english suicidal.gif
Clover
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Bandito
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roland566
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#2

Posted 08 May 2013 - 05:07 PM

nice

epoxi
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#3

Posted 08 May 2013 - 08:30 PM

I like the Clover-Buffalo, I would add more textures to the body parts though (e.g. rubber trim and grilles).

Danikov
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#4

Posted 16 May 2013 - 07:58 PM

Wow,that Clover is just awesome.

Carface80
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#5

Posted 17 May 2013 - 04:46 AM

Lots of practice...

Looks like you are in the right track with modeling. You car is missing some SA dirt and a strange white smudges on c-pillar, it appears you need to spend more time with UV mapping? making some San andreas quality cars from scratch is a good next step.

BTW, there's a lot of free tutorials on CG sites and youtube.

separationspecialist
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#6

Posted 17 May 2013 - 09:31 AM

Its really great. Nothing to say anything.

Danikov
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#7

Posted 25 May 2013 - 03:19 PM

Anything new?

Death2Drugs
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#8

Posted 25 May 2013 - 04:38 PM

For your first mods they are not that bad. Nice work, especially the Clover.

mariano1239
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#9

Posted 27 May 2013 - 11:08 PM Edited by mariano1239, 27 May 2013 - 11:14 PM.

thank you all for comment, i made this, i still need a lot of practice, but i'm busy with my job, anyway, i think i getting better
i made the wheels, just that whatsthat.gif but somethin it's something tounge2.gif
this stupid thing need a lot of work, so it's not finished, anyway its just a mod that im practicing on
user posted image

heres a better perspective for the wheel
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Burner
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#10

Posted 28 May 2013 - 02:39 AM

Holy sh*t those wheels are high poly. And x6, that's gotta be over 100K polys just for the tires, which is kinda out of place on on a base model of less than 10K.

mariano1239
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#11

Posted 28 May 2013 - 11:02 AM

QUOTE (Burner @ Tuesday, May 28 2013, 02:39)
Holy sh*t those wheels are high poly. And x6, that's gotta be over 100K polys just for the tires, which is kinda out of place on on a base model of less than 10K.

how much polys is the normal ammount for a wheel? and what x6 means? confused.gif

ALMOST610
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#12

Posted 28 May 2013 - 12:15 PM

QUOTE (mariano1239 @ Tuesday, May 28 2013, 22:02)
QUOTE (Burner @ Tuesday, May 28 2013, 02:39)
Holy sh*t those wheels are high poly. And x6, that's gotta be over 100K polys just for the tires, which is kinda out of place on on a base model of less than 10K.

how much polys is the normal ammount for a wheel? and what x6 means? confused.gif

Alot less than that, SA wont even be able to show that much detail it is just inefficient, I believe by x6 he was meaning there is 6 wheels with that many polys.

epoxi
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#13

Posted 28 May 2013 - 12:35 PM

I believe wheels like those should be 1,000 polies maximum. Preferably lower, as has already been said putting too many polies is a waste.

CHILLI
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#14

Posted 28 May 2013 - 04:30 PM

I threw this together quickly as an example. For GTA 3/VC/SA I wouldnt go above 24 segments for the tyre. The most common in SA is 12, but trucks have it a bit higher.
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I hope this helps, keep up the good work! icon14.gif

mariano1239
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#15

Posted 28 May 2013 - 10:09 PM

QUOTE (CHILLI @ Tuesday, May 28 2013, 16:30)
I threw this together quickly as an example. For GTA 3/VC/SA I wouldnt go above 24 segments for the tyre. The most common in SA is 12, but trucks have it a bit higher.
I hope this helps, keep up the good work! icon14.gif

now i understand the x6 thing, lol, i am so lost with this, i just made this, it has the right amount of polys? whatsthat.gif
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CHILLI
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#16

Posted 28 May 2013 - 10:34 PM

It's definitly more reasonable. Just keep in mind that you shouldnt put too much geometry on flat areas, especially if they dont deform.
And remember to start simple and add details as you go along, dont try to squeeze it all in from the start because then it can easily get messy.

Also, look at how the models are done in the games. That should give you a pretty good idea of what detail level to aim for.

mariano1239
  • mariano1239

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#17

Posted 28 May 2013 - 11:05 PM

QUOTE (CHILLI @ Tuesday, May 28 2013, 22:34)
It's definitly more reasonable. Just keep in mind that you shouldnt put too much geometry on flat areas, especially if they dont deform.
And remember to start simple and add details as you go along, dont try to squeeze it all in from the start because then it can easily get messy.

Also, look at how the models are done in the games. That should give you a pretty good idea of what detail level to aim for.

okay i'll keep that in mind, thank you for the tips icon14.gif




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