WIP Nissan Silvia S15

Discussion in 'Land' started by brickolo, Nov 10, 2021.

  1. Suki_8

    Suki_8
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  2. brickolo

    brickolo
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    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:
    rendershop2.png
    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:

    new:
    taillighttexturesnew.png
    old:
    taillighttexturesold.png
     
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  3. Phaien

    Phaien
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    looks like a toy car in the render xD great work so far btw
     
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  4. brickolo

    brickolo
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    update:

    -completely redid the exhaust since it was inaccurate and didn't have any textures

    exhaustrender2.png exhaustrender3.png
    exhaustrender4.png
     
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  5. lilexjecto

    lilexjecto
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  6. Suki_8

    Suki_8
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  7. annoa6

    annoa6
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    • Agree Agree x 2
  8. Dean Wang

    Dean Wang
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    This straight god tier modeling holy shit
     
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  9. brickolo

    brickolo
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    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.
    screenshot_2022-04-18_17-15-42.png


    -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)
    screenshot_2022-04-18_12-21-51.png


    -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).
    screenshot_2022-04-18_12-11-01.png
    customization.png



    -Stiffened and adjusted shaping of front bumper jbeam
    It used to act very flimsy and spike pretty easily.
    screenshot_2022-04-18_17-34-46.png


    -Added new exhaust in-game
    I'm really happy with how the textures came out on this one.
    screenshot_2022-04-18_17-39-47.png


    -Made some cool photos
    I used the "Kamurocho, Tokyo" map by AgentMooshroom5 together with ReShade's trails.fx for the motion blur.
    Screenshot547.png
    Screenshot545.png
    Screenshot551.png



    -Added new taillight textures in-game
    They look pretty bad rn, I might have to partially redo them a second time.
    screenshot_2022-04-18_17-52-52.png


    -Made emmision textures for the taillights
    Just like the other taillight textures, I'm not that happy with their look in-game
    screenshot_2022-04-16_13-06-47.png


    -Lowered stress on a bunch of Jbeams

    Can still get pretty high but it's a big improvement from before.
    upload_2022-4-18_17-11-47.png

    -Started modelling glass
    Still no rubber seams, for now it's just the raw wind shield.
    glassearly.png
     
    #249 brickolo, Apr 18, 2022
    Last edited: Apr 18, 2022
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  10. miataboii

    miataboii
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    suggestion: 78works head and taillights. search them up they look real good and are my favourite aftermarket lighjts for the s15
     
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  11. brickolo

    brickolo
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    Those are some of the most common aftermarket lights for the S15 so they will likely be included
     
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  12. lilexjecto

    lilexjecto
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    yo brickolo, this is already big progress, take a break!
     
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  13. brickolo

    brickolo
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    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.
     
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  14. Suki_8

    Suki_8
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    YOOOOOOO noice man good work!
     
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  15. Dean Wang

    Dean Wang
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    Everything from the normal mapping and stretch chassis modeling is beyond me g. Good shit Fr
     
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  16. brickolo

    brickolo
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    ty man, I’m also really happy with how the mod has evolved going from this:
    2A6A75DA-29C0-4D6F-9BC6-09ED20C666A7.png
    to this:
    2E6DEB17-CDC8-4618-8C35-C8A2C66FDB8E.png
     
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  17. Dean Wang

    Dean Wang
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  18. TacoDoritos

    TacoDoritos
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    fr
     
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  19. brickolo

    brickolo
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    update:


    -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.
    doorpanelfull.png


    -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.
    doorcontrols.png
    upload_2022-4-22_15-10-32.png
    upload_2022-4-22_15-10-56.png


    -Added side glass
    No rubber seams yet..
    windows.png

    -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.
    screenshot_2022-04-22_15-20-56.png
    screenshot_2022-04-22_15-19-28.png
    screenshot_2022-04-22_15-20-23.png


    -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.
    screenshot_2022-04-20_11-11-45.png
     
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  20. Alecocluc

    Alecocluc
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    looks awesome!
     
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