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Discussion in 'Land' started by brickolo, Nov 10, 2021.
nice man, good work!
oh also i forgot to mention I got really carried away and spent like 3 hours making this render of the S15 parked next to a 7/11:
when (if) the S15 is finished I wanna make this same render but with a bit more effort put into it, maybe I can even get something that looks half photoreal.
also, new tail light textures:
looks like a toy car in the render xD great work so far btw
-completely redid the exhaust since it was inaccurate and didn't have any textures
man, you doin really big steps!
good work, cant wait for the release!
That exhaust looks so realistic! Amazing work.
This straight god tier modeling holy shit
update (big one this time):
-Updated jbeams of trunk/boot and rear bumper
They're still pretty messy looking but they're better then before. Also don't mind the brake light from the 200bx in this photo, that's been fixed.
-Created a new jbeam/slot structure for the dashboard
There is now a way to have no dashboard selected (this will slightly alter the weight of the body as it removes the dash nodes)
-Added basic customisation for dashboard parts
You can now remove the A/C unit console thing, add a different handbrake (although rn there's only one), swap out the A/C vents for something like a turbo gauge (not made yet), or just straight up remove the A/C vents. In the future there will also be options to customise shifters, shift knobs and also add a custom race dash (maybe, still not guaranteed).
-Stiffened and adjusted shaping of front bumper jbeam
It used to act very flimsy and spike pretty easily.
-Added new exhaust in-game
I'm really happy with how the textures came out on this one.
-Made some cool photos
I used the "Kamurocho, Tokyo" map by AgentMooshroom5 together with ReShade's trails.fx for the motion blur.
-Added new taillight textures in-game
They look pretty bad rn, I might have to partially redo them a second time.
-Made emmision textures for the taillights
Just like the other taillight textures, I'm not that happy with their look in-game
-Lowered stress on a bunch of Jbeams
Can still get pretty high but it's a big improvement from before.
-Started modelling glass
Still no rubber seams, for now it's just the raw wind shield.
suggestion: 78works head and taillights. search them up they look real good and are my favourite aftermarket lighjts for the s15
Those are some of the most common aftermarket lights for the S15 so they will likely be included
yo brickolo, this is already big progress, take a break!
I'm on holiday rn so I've been able to do a bunch of progress in a short period, I'll probably be pretty busy in a week or so though so I'm making up for it now.
YOOOOOOO noice man good work!
Everything from the normal mapping and stretch chassis modeling is beyond me g. Good shit Fr
ty man, I’m also really happy with how the mod has evolved going from this:
Literally dev quality work there dude keep up
-Fully retopologised door panels
The door panels used to use a subdivision surface modifier (ik, very controvertial), now they have only one medium-poly version. Transferring textures from the old version to the new one was kind of a pain.
-Retextured doorpanel controls
Made a full 3d model of the door controls (and then baked them) to give a more high quality look to the door panel.
-Added side glass
No rubber seams yet..
-Added door panels and rear seat pockets in-game
For now there's a seperate texture just for the door cards (which isn't very well optimized so I might have to do some baking later on to merge some interior textures). Baking them onto one map was a pain though (as it always is in blender imo). Also the noise on the texture on the door panels came out unrealistically intense in-game so I might have to tone it down a bit and re-bake.
-Adjusted shaping of rear wing jbeam, and some other body panels
Still a lot of work to be done on the jbeam but atleast now it looks okay.