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_Rob_

Grand Theft Auto: Vice City HD

Recommended Posts

coin-god

 

the buildings look kinda strange, maybe you smoothed them too much?

Yeah, looks like he did.

 

Use Autosmoth, it should fix that.

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_Rob_

Done that now, plus with this one too

user posted image

user posted image

user posted image

 

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coin-god
First pic has a few ligthing problems in the top. Buts its pretty good anyway smile.gif

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_Rob_

Thanks, Yeah I'll work on it progress is always nice though, help is very much needed, so take this as a call to all experience or budding new modders out there tounge.gif

 

And congrats on the forum award

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coin-god
Thanks, Yeah I'll work on it progress is always nice though, help is very much needed, so take this as a call to all experience or budding new modders out there tounge.gif

 

And congrats on the forum award

Ty,

 

I never got pre-lit to work 100%, at night my models allways turned bright. Never actually cared for a solution tounge.gif.

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_Rob_

Ok more updates, scrapped the tommy shirt from before and started again with some nice reference photo's, much happier with this version, some tweaking still left to do though

user posted image

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_Rob_

Tommy's head, WIP, needs a lovely texture to complete the likeness

 

user posted image

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IvoryX

I think those ears are too low, otherwise, it's nice

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txdeditor

Nope, ears are okay.

Good job mate wink.gif

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$ Niki $

Its looking nice but stin need twiting and stuff from the side is awesome and front view needs lot fixing keep it up

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_Rob_

Edited, new eyes, jaw and eye's fixed, and he is now textured smile.gif

 

user posted image

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ParoXum

This face is screaming for 'ANATOMY!' references all over it and the shirt need to be done in a sculpting software, not in subdivided modelling. And even that way, since GTA doesn't support normal mapping it makes it pretty obvious that sculpting for oldgen game is simply useless. Better time and effort to be put in painting the texture without the use of high poly modelling. Seriously, I thought you'd take the crits of the guys at polycount with more seriousness pal.

 

 

Also, HD assets doesn't mean plenty of polygons that are useless. You can do the same face using ten times less polygons. And have a better quality even using just four times less. You need to learn proper topology for your models, better unwrapping to maximize the space used by each object in the texture, know what is the target engine capabilities, etc.

 

You can't put a Turbosmooth on it and call it done,

 

But keep it up anyway, it's through errors that we all learn... I cannot not recomend you to start drawing using references (same for modelling).

Edited by ParoXum

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_Rob_
This face is screaming for 'ANATOMY!' references all over it and the shirt need to be done in a sculpting software, not in subdivided modelling. And even that way, since GTA doesn't support normal mapping it makes it pretty obvious that sculpting for oldgen game is simply useless. Better time and effort to be put in painting the texture without the use of high poly modelling. Seriously, I thought you'd take the crits of the guys at polycount with more seriousness pal.

 

 

Also, HD assets doesn't mean plenty of polygons that are useless. You can do the same face using ten times less polygons. And have a better quality even using just four times less. You need to learn proper topology for your models, better unwrapping to maximize the space used by each object in the texture, know what is the target engine capabilities, etc.

 

You can't put a Turbosmooth on it and call it done,

 

But keep it up anyway, it's through errors that we all learn... I cannot not recomend you to start drawing using references (same for modelling).

Well the shirt I did is as balanced between high poly and low poly as I could get, it would be lower poly if SA supported bump maps, and I am working on the face, believe me I take all the advice given wink.gif

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coin-god
This face is screaming for 'ANATOMY!' references all over it and the shirt need to be done in a sculpting software, not in subdivided modelling. And even that way, since GTA doesn't support normal mapping it makes it pretty obvious that sculpting for oldgen game is simply useless. Better time and effort to be put in painting the texture without the use of high poly modelling. Seriously, I thought you'd take the crits of the guys at polycount with more seriousness pal.

 

 

Also, HD assets doesn't mean plenty of polygons that are useless. You can do the same face using ten times less polygons. And have a better quality even using just four times less. You need to learn proper topology for your models, better unwrapping to maximize the space used by each object in the texture, know what is the target engine capabilities, etc.

 

You can't put a Turbosmooth on it and call it done,

 

But keep it up anyway, it's through errors that we all learn... I cannot not recomend you to start drawing using references (same for modelling).

Well the shirt I did is as balanced between high poly and low poly as I could get, it would be lower poly if SA supported bump maps, and I am working on the face, believe me I take all the advice given wink.gif

SA supports Bump Maps. Dont know if on peds, but it does on map.

 

DexX made a tool for it.

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_Rob_
This face is screaming for 'ANATOMY!' references all over it and the shirt need to be done in a sculpting software, not in subdivided modelling. And even that way, since GTA doesn't support normal mapping it makes it pretty obvious that sculpting for oldgen game is simply useless. Better time and effort to be put in painting the texture without the use of high poly modelling. Seriously, I thought you'd take the crits of the guys at polycount with more seriousness pal.

 

 

Also, HD assets doesn't mean plenty of polygons that are useless. You can do the same face using ten times less polygons. And have a better quality even using just four times less. You need to learn proper topology for your models, better unwrapping to maximize the space used by each object in the texture, know what is the target engine capabilities, etc.

 

You can't put a Turbosmooth on it and call it done,

 

But keep it up anyway, it's through errors that we all learn... I cannot not recomend you to start drawing using references (same for modelling).

Well the shirt I did is as balanced between high poly and low poly as I could get, it would be lower poly if SA supported bump maps, and I am working on the face, believe me I take all the advice given wink.gif

SA supports Bump Maps. Dont know if on peds, but it does on map.

 

DexX made a tool for it.

mercie_blink.gif seriously, if it did work for player parts/peds too, but how come R* implemented them but never used them wow.gif , got a link to dexx's tool?

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Narcis_speed6
here is link to DexX's alpha gfx mod

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vans123

Yeh, R* implemented it, but very carefully and not so frecuently, for example some objects not all of em get bump mapped when raining

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quechus13

 

Yeh, R* implemented it, but very carefully and not so frecuently, for example some objects not all of em get bump mapped when raining

Am afraid the mod only works for objects,cars,weapons,buildings

 

NO PEDS.

 

and well that isnt really bump map cause none of the txd files has a bump map.

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ParoXum

even if you manage to use dexx hack for normal bump it wont look good since the txd compression isnt made for normal map encoding. The way the normal is displayed will be wrong from mathematic point of view I guess.

 

 

About the shirt: the goal is not to put a high poly mesh ingame but a low poly that keep the details from the high poly in its texture.

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Gouveia
even if you manage to use dexx hack for normal bump it wont look good since the txd compression isnt made for normal map encoding. The way the normal is displayed will be wrong from mathematic point of view I guess.

 

 

About the shirt: the goal is not to put a high poly mesh ingame but a low poly that keep the details from the high poly in its texture.

Like faking bump-maps into textures in form of shadows? I want to know that one too tounge.gif

 

Also, good job on the clothes. I think that the amount of detail on the hands is pretty useless. It looks nice, I mean, it looks realistic as hell, but come on, it's just more and more load to the VGA on things that are only really needed on first-person games. Try to lower the polycount on the hands a little and you'll see what I'm talking about. Too much polies is what I can the "Spider-man 3 effect". Look at that game. Everything is high poly, but looks freakish.

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vans123

Yeh, exactly... i think quechus got the real answer xD

as always R* fooling, they made Bump/normal mapping in a strange way that its near no visible.

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Timske

I like this brightness of the mod, but if i see the models i think: confused.gif

Because the models are like standart Vice City Buildings, they need more detail!

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_Rob_

 

 

I have to say that ears is not okay. Them are too small or too low? Otherwise he is great.

Thanks, and the ears are the same position as the original, also fixed a lot of issues, and in my opinion the likeness is much better now, the texture is however not final, but Rokas (txdeditor) said that he would deal with that, so see it as a placeholder

user posted image

 

 

Also, Vajooka's textures for Mr Vercetti are amazing inlove.gif

user posted image

 

Edited by bammargera

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_Rob_

New Cherry popper's office

 

user posted image

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Montana.

I like it, cool!

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_Rob_

1,1/2 hours and nbeach02 is done, new extruded windows, door handles, solid roof and doors

 

user posted image

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txdeditor

I dont like cherry popper's office, it's too WAY too light, and doesn't really fit all the things, you should make it as dark as kaufman cabs office. I'd suggest making a lot of details on the table, like ice cream cones, papers, all that sh*t, maybe an easter egg too.

That hotel is really NICE! I love it, maybe prelight does the thing, but it looks amazing. What's wrong with the sky dude ? It's like way too blue.

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_Rob_
I dont like cherry popper's office, it's too WAY too light, and doesn't really fit all the things, you should make it as dark as kaufman cabs office. I'd suggest making a lot of details on the table, like ice cream cones, papers, all that sh*t, maybe an easter egg too.

That hotel is really NICE! I love it, maybe prelight does the thing, but it looks amazing. What's wrong with the sky dude ? It's like way too blue.

I have been experimenting with carolcs and timecyc, I need a more experienced person really though, and yeah the cherry popper's office is WIP and will have props added ASAP, also thank's to everyone for support and crits it all helps keep my skills improving and the mod going smile.gif

 

Also here's the new Teaser Trailer smile.gif

 

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Narcis_speed6
looks good, you should also fix the night vertex colors on the modified buildings

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