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Remco

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#81   2016-12-02 10:37          
is it a fender

UltimateStance

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#82   2017-02-15 12:40          

In 4K. Quick converts are indeed my friends.
This rim in particular is ripped from FH2 and scaled. The entire car is also being converted currently (by me) hopefully including its ACD system as well :D
Here's the rim on its own:

This post was edited by UltimateStance (2017-02-15 12:57, 342 days ago)
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RedCarDriver

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#83   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.

UltimateStance

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#84   2017-02-15 14:13          
Neat :) Thanks Harrison!
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Bigg Boss93

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#85   2017-03-22 20:24          
Yeah that's definitely the type of content i'd expect inside Forums / Street Legal Racing Redline / W.I.P. Mods / UltimateStance's WIP Workshop
Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O



UltimateStance

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#86   2017-03-23 17:24          
Moved :D
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UltimateStance

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#87   2017-10-22 19:11          
This Starion, which I'm converting (and I now get why it's called a 'quick convert' :D ) is going very nicely, and I've got everything scaled and positioned correctly so far.

However, I've ran into a few little issues, which I've been trying to fix this afternoon.



One of which is the chassis, which is only visible on one side. I don't know if this is a texture or a mesh issue, but I've tried messing around with both to no avail. It's the same for the wheels, which are also done but are also one-sided.

And as I've said, I'm NOT giving up with this. This is a car I've wanted to do properly for a LONG time and I've now got the time to do it.
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Bigg Boss93

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#88   2017-10-22 20:24          
You can make any material two sided by clicking the "2-sided" button on the material editor, it's just below the preview spheres on the right side.

Anyways i'd rather suggest to use the full engine bay and stuff from forza, so that it looks closed but without a waste of poligons(applying double sided is equal to physically doubling polygons on export).

Plus, in case you exported also interiors etc with it, but they're invisible, that's because of loading order, you got to register(add) the new textures on your rpk and then properly set the loading order of your mesh/es accordingly to the .tex file/s that come with it/them.
Diegorborges about my Valo fix: "Now all of you must have your slrr folder like this: C:/BIGBOSSisMYlordANDiamHISbitch/SLRR LOL" :O



UltimateStance

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#89   2017-10-22 21:02          
That's what I did with parts before! (years ago) Thanks BB! :D It worked a charm.

Also, yes, the rest of the shell will be put in, this is basically just a test stage where I'm adding different parts at a time to make sure they work right.

And yes, I am aware that I have to import the other textures that are used by the separate models.
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UltimateStance

uk
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#90   2017-10-24 14:09          
It's certainly coming together nicely! :D

The grill is in 3 pieces (all of which are textured as black plastic, there will be a paintable version) and the center piece is attached to the fascia, which is also detachable.

The Mitsubishi logo attaches to that too, and there will also be a paintable one of those.

The wheels at the back are slightly wider than the ones at the front, and both of them currently fit 205/65 R16 tyres, but the tyre from the FM4 model will be converted and added in.

The bumper will also have a detachable spoiler, and I'm going to try and model the older style one with smaller fog lights and indicators on it which the narrow-bodies had.

I'm leaving the animated parts for last, as they're a bit trickier to place as I've found. The models for the hood, trunk and doors are in-game, but they're not placed properly yet. I do have an idea of how I can fix the placement issues I had before with these parts.

Everything pictured in white is paintable.

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Lagano

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#91   2017-10-24 16:57          
Looks good! And i see there's many parts missing inside the car, so will it have a separate dashboard and things like that?

UltimateStance

uk
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#92   2017-10-24 18:16          
Yes, I haven't got to that stage yet, but it will have a fully separated interior with some paintable parts too. I'm focusing on the exterior of the car first as the models are easier to add in than the interior ones.

Here's a render of the re-modeled front bumper with the splitter completely removed and lights fitted:

This post was edited by UltimateStance (2017-10-24 18:24, 91 days ago)
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UltimateStance

uk
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#93   2017-10-25 10:47          
All the parts that I can get hold of which are deformable in real life (non-plastic stuff as you can't shatter parts in the game) will have their own custom phys/weight, which are just LOD 4 meshes of each part put in exactly the same position.

Here's the front bumper with nothing attached to it, bent from a crash:



And since these crash models are LOD 4 they shouldn't have to much of an effect on gameplay, even though they have a higher poly-count than the stock game phys. But they were just mostly flat, whereas these can be hit from multiple angles and have more 'realistic' dents.

I'm thinking of leaving the windows without phys, as if they did the would just bend like the stock cars' windows would (which isn't realistic at all). It's a shame that you can't make objects shatter, but I suppose doing that would have a very big impact () on how the game ran as it would have to simulate different broken pieces of whatever was broken.
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UltimateStance

uk
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#94   2017-11-07 22:39          
Here's a little peek of something I've been working on lately...


And if you're wondering, this took me 3 afternoons to complete so far. It'll probably need another 3 to finish it off.

What are your opinions on it? :D
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Jfernando1

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#95   2017-11-07 23:26          
It's great. Nice work, and also, convertibles have more than textures that differ between hard and soft tops. Though, usually, the same basic shape is retained among both, though it usually is different from the regular profile in the rear. For example, look at the S13 convertible while the roof is up.
Click on it for RP.


JF1+Kondzixs RP; We have 12601£V currently.

RedCarDriver

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#96   2017-11-08 02:19          
Wow, nice! Good to see a good looking Starion mod coming along. I like the wagon thing, especially.

Any chance of Chrysler Conquest parts? (If there are any visual differences, anyway, which there don't seem to be.)

NK748

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#97   2017-11-08 08:28          
Nice car, i always thought the Starion was underrated. Good idea for the wagon mod!

UltimateStance

uk
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Age: 14
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#98   2017-12-04 15:38          
I've made some progress on the Starion:
-All stock body parts are in (apart from the wing)
-All stock windows are in (apart from the sunroof)
-Rear badging is in (everything from FM4 anyway)
-Pop-up headlights are in
-Taillights are in with working glows
-Stock steering wheel is in
-Stock driver's seat is in
-Stock mirrors are in
-Stock widebody sideskirts are in

I've also made various fixes to different things





The lenses on the tailights are separate, so you can replace them with different styles (tinted, without lines etc) without having to replace the entire light.

The taillights also don't have light orbs, but I personally don't think they would look right seeing as there's such a big amount of red already on the light glow as it is. After all, the glow is basically flat, so a glow wouldn't add much depth to it.

The pop-up headlights are in-game, but I don't know to make them pop up automatically when the lights turn on. I know that this has been done with various mods from people like BB93 and RedCarDriver in the past, but all the animation javas are missing from them.

If anyone could help me with making this work, please let me know by replying to this post or PMing me.


This post was edited by UltimateStance (2017-12-07 22:39, 46 days ago)
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