Author Message

RedCarDriver

us
Posts: 1211

Location: United States Arizona
Occupation: it's complicated... more complicated than my relationships
Age: 30
V$: 86310
#115966   2017-02-15 13:52          
# UltimateStance : Yup.
I was mainly looking at his newer R33 wires, are they Forza based meshes(?)
He reworked some of them, which means he must've had the meshes from the original model. And even so, you almost never get the detail that he's gotten in his R33 from Forza models. T10 just make stuff visible in-game; interior, body and lights. No engine, no underside. (almost) No aftermarket parts...

But yeah, I'm taking a new approach on things. More polygons, no MS (or T(urbo)Smooth) :D
My models do in fact use MeshSmooth some of the time, but I'm a bit clever about it. I remove whole rows of vertices and edges after I've smoothed something once to keep the polygon count down.

The R33 kits are a combination of Forza Motorsport 4, Juiced 2 (with between zero and one levels of MS), and S-Tuner (with between 1 and 2 levels). However, I don't ever stop right after the MeshSmooth, I always adjust things by hand afterward.

Here's an example of something I did (R33 Bomex rear bumper).

And here's an explanation of how to get smooth Forza-style edges without MeshSmooth:

You can get this effect by separating smoothing groups (select smoothing group -> Detach to Element), and then chamfering both sides of the cut, and then welding them together and assigning them the same smoothing group.