Thank you all for the kind words, i'll update what you guys have found soon, however i would rather not change the skin mapping at this point. There's arleady been a few skins done for this car, and i dont want to risk any disturbance in that, and the mappings not being aligned i dont see as a huge issue, just a minor inconvenience. Thank you anyhow
Modelled the steering wheel, rear heat shield and exhaust, along with finishing up the dials and texturing on the interior. Car is almost ready to be published.
its a racing game, i dont see what else you want more. you got cars, you got tracks, you drive on them, you get bored. youre not gonna play any racing game forever. be thankful youre still here.
that's a shame, sadly gradients dont translate well when converting from png to dds. you could try a similar effect using dark and very dark points, altough it will probably not be as effective as what you tried here. this wouldve looked great i imagine without the compression.
I exported it with triangulated mesh, but for some reason it didnt work. By the time someone gave me a solution i was arleady done with the groupings😅, i appreciate the help though!
Hi, started work on this model I bought from cgtrader.
I attached some photos of the progress I've made so far. Mesh was not optimized for games so most of the work I've done is just optimizing stuff so it looks kinda good. https://www.cgtrader.com/3d-models/car/antique-car/renault-5-turbo-2
Gonna post some photos in chronological order of work done.
First two days were spent organizing the groupings, texturing, and optimizing most of the exterior.
Third day I started work on the interior, going the same route as with the exterior; Remodelled the door cards so they're more faithful to reality, and focused a lot on texturing.
Today I found some very good suspension references which I used to get a pretty close replica of the suspension geometry.
Will update some more as I work on it.
Curious if this is a bug or something purposeful, when a texture is placed on a triangle that passes through the axis center, it always seems to go crazy. once i move it left/right or divide it so it's separated at the middle it seems to fix it. I've battled this in the past and its annoying as I dont want to subdivide constantly to keep textures clean and nice. In the picture is the exact same mapping applied to one set of triangles separated in the middle, and one set of triangle that passes through the axis center.
Also prioritises the original mod, and yeah, on second note, my last suggestion is not that good .
For example, today while on a drift server i spent a quarter of the time just looking for a nice S13/S14/S15 variant out of the 1000, meaning i constantly had to scroll and be on the lookout for one of the derivatives of the originals. This wouldve taken a lot less time if I simply could see all the cars that are derived from those original mods.
I have a suggestion. Grouping all different derivatives of a single mod into the original mods page, being able to choose the different variants once you've chosen the original mod. Similar to how BeamNG does it. This will imo greatly decrease the bloat of the mod list, and make it easier to navigate through the mods itself. I also believe derivatives should have an option to be approved or denied by the original mod creator, as to limit the amount of very similar mods with only minor differences to the original source material.