Damn I just want to say that your surfacing is insane, some mods here have really bad to passable looking meshes, but this is pure bliss, it looks like it came straight out of Alias
Thanks just a matter of having clean topology, nice bevels and using the weighted normal modifier There are a few areas I am not really happy with, perhaps I can use normal maps to fix them. Seeing as I am here I did make a small amount of progress, namely remodeling the entire body, this time with less polygons overall on larger surfaces I also made a new taillight design, as well as a few more grilles the idea so far is that pre-facelift 'zenki' (89-91) will use this grille/taillight setup, featuring black accents and post-facelift 'kouki' cars (91-94) will recieve these updated, body coloured grille and taillights and then there is this grille which will be available as an aftermarket part Also did a quick ingame test of the mesh today, namely just to sort out the materials and textures, fairly pleased with the results so far the wheels I textured in SP a while back turned out particularly nice, as to be expected using PBR textures
That comment was in September, and was already replied to. Whats the point of adding to it in near-mid October?
quick little update, messing about with ingame light materials this is purely using normal maps and material trickery to try to fake the refraction look. taillights also will need a 'reflective' layer over the top and tried out some glowmaps for the taillights
The GS-R will use a twin turbo 2600cc inline 6 there is actually a reason for this, as Group A regulations had specific minimum weight and tyre size limitations in relation to displacement keep in mind from 1987 onwards, turbocharged engines had their displacement multiplied by 1.7, so a 2600cc turbo engine would be considered a 4420cc engine, placing it neatly under the 4001-4500cc class, allowing for a minimum 1260kg kerb weight Other engines will likely include a 2000cc six of varying specification, a four of some sort, and maybe some larger displacement sixes
finally got around to modeling other bodystyles for this in addition to the coupe, there will be a 4 door sedan, and a 'touring' wagon for the sake of simplicity (and parts interchangeability) the coupe and sedan will share the same bootlid and taillights I may model a separate taillight design for the sedans, if i do they will be fully interchangeable with the coupe the wagon will feature separate, non interchangeable taillights (the inner part of the light, along with the garnish will be mounted to the tailgate) but with the use of a custom fabricated tailgate, you will be able to install coupe/sedan taillights, for something like this I think this should be plenty for factory bodystyles, I might do an aftermarket, non factory convertible later on, and anything else I will leave up to the community
Nice! I love the saloon and coupe body styles more. The estate model in particular looks like a much better version of the Stratum from GTA IV and V.
it just looks like the wagon has different tails, not really something different like rear end of sedan/coupe of gtr where you actually have to cut up the quarters to fit coupe tailights
yeah that would be the idea, basically a custom conversion done by a third party, like how a lot of convertible models were done back then yeah, I really like the design of the stratum and wanted something similar, just with a nicer, more proportionate model while the design of the stratum is quite good, it is quite poorly modeled (as are a lot of other GTAIV/V cars) door handle location stupidly high, pillars flat/angled enough to make Gabester have a mental breakdown, super wierd door seam shape in between the doors, just the little things like this are lacking yeah IRL the coupe/sedan taillight shape itself is slightly different different so they wont fit without some sheetmetal work, I decided not to emulate that purely out of simplicity and ease of interchangeability