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Providing models for modders


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Six Paths of Pain

As I am still in high school; i constantly have homework, so building a GTA IV car mod from beginning to end will be a hastle and would take SOME time! so my thoughts were to spread the workload out. everyone involved would get credit and it would be a joint project. I have created TONS of car models and I'm always making new ones, they are all fully detailed, high poly models. Here are just a few example of what I've made...... Feedback would be great!!!!!

 

 

 

user posted image

 

user posted image

 

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I am currently working on the 2010 Ferrari F458 italia and 2000 Saab 9-3 viggen

Edited by Six Paths of Pain
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  • 2 weeks later...
Heier da slayer

why dont you spend the time better, making a car that is worth downloading & a car that people really want instead of those ugly ones?

 

if you made F355 Berlinetta/GTB, Countach or maybe BMW 325i E36 you would be my god tounge.gif I would be more then happy to make the perfect handling lines for them..

why dont you spend the time better, making a car that is worth downloading & a car that people really want instead of those ugly ones?

Model-wise they look reasonably good, but the lack of bump, specular and other maps makes them look unrealistic.

That's where a joint effort could help out indeed.

 

@ SPoP : Im I right in thinking you used sketch-up to make those? If so, you might want to talk to Puma.

Digital_Utopia

It really appears that those models are sorted by quality from best to worst, but even at the worst it's not that bad. smile.gif

 

@Supra4:

 

the necessity of Bump maps (or more accurately Normal maps) isn't necessarily there for every vehicle's exterior - some badges and grills, as well as tire treads are perhaps the only real necessity for using normal maps on the outside of a vehicle. Otherwise, a fairly realistic body can be achieved by polys with some texture. On the other hand, having a normal map for everything will reduce the amount of detail needed in the texture.

 

Spec maps are actually fairly easy - if you already have a texture - essentially grayscaling the texture will usually give you a believable spec map (considering the "shiny" parts of the texture will already be lighter than the non-shiny parts. If you don't have a texture - well, yeah that can be kinda tricky - but still easier than actually making a texture.

 

@johncs154, r0llinlacs

 

People like "driving" cars in the game that they probably would never be able to in real life. Even someone who is flat broke can walk into a FoMoCo dealer and test drive a Lincoln Town Car, or stop in at a GM dealer and test drive an Escalade - since vehicle mods in GTA IV is still pretty new, most modelers (and porters) are going to spend their time on the vehicles that they're the most "in love" with first. Once they're done with those - then they'll most likely start working on the more "common" vehicles.

 

GTA III modding started pretty much the same way - as well as any other game where vehicles are able to be added. Best advice I can give is to either be patient, or learn how to model yourselves. To be honest, that's why I learned how to do this stuff in the first place - so I didn't have to wait around and hope that someone added what I wanted to see. smile.gif

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