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WIP ZAZ 968M Zaporozhets/Запоро́жець/Запоро́жец (and other variations later)

Discussion in 'Land' started by Justaparps, Jul 10, 2017.

  1. Justaparps

    Justaparps
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    Well the deadline is in may, maybe it was end of the may? I am 90% sure that when/if ill get help whit Jbeaming this car(when the model is done, it will take maybe a week or two probably for me to finish it!) i can release a semi textured WIP versions that everyone(who has access to these forums, aka legit game buyers) can download and try the model out!
     
  2. GlassCastle

    GlassCastle
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    Thanks for the reply :)
     
  3. Justaparps

    Justaparps
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    So the modelling is done(might improve it a bit more) and i need to get jbeam done(id do it myself but i have 2 months left until deadline... tough ill try to get it done whit blender plugin)...
     
  4. Plymouth Superbird 1970

    Plymouth Superbird 1970
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    I have faith in you justa! i love the zaphorozets 968M!
     
  5. spinnin vinal

    spinnin vinal
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    Me too!!!
     
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  6. Keys

    Keys
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    can i have a picture?
     
  7. Justaparps

    Justaparps
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    Sorry if the following text is weird, i am tired(i get way easily tired now)... Probably related to hormones or vitamins, idk...



    Sure, i found few problems(and a spot(or few) i forgot to model for jbeaming....), but ill show some screenshots!

    The model is fine(ish) now for vertical deformation, but not for horizontal(i don't have much time left until deadline but ill spend 2-3 days more on moddeling and fixing problems.
    Well not fine, but way improved compared to the original model(which had ton of problems, most of which i dont remember to cite right now, but compared to real car it lacked ton of fender work, also the roof was 1 layer at some places, especially the A pillar was literally one layer, instead of proper 3d(if i remember right). Also ton of in roof clipping problems.

    I were too celebrating yesterday cause i forgot how big headache this project is and after doing some moddeling and fixing previous modellers work i tought it was done(did ton of edges for vertical deformation after i had finished the floor(which took me literally week or two...)), but i forgot few problems i still have to fix...

    Basically if i fix one problem in the model, another one pops up, and by the time i had fixed the most annyoing problems i forgot the most obvious ones...

    The problems for now:

    1) car chassis metal on side of the bench(idk how its called, basically if you sit on rear seat(bench) of zaz and look left or right, the chassis/body you see below the rear windows/behind the rear doors) is not fixed yet(saw it yesterday after creating this update, cause i opened the model and wondered if i missed anything...), the problem is no vertical or horizontal edges, its a 10 min job per side(cause the inside interior metal is literally a thin sheet of paper, and not connected in 2 sides... Not visible whit rear bench visible on model, but when you remove it(like i did for moddeling reasons) you see gaps...))!

    2)roof line, especially extra edges and faces(little lip thingy on side of the roof... Like modern sports car lip, but on car roof...), fixing it right now(it happened cause it was hidden behind some rubber detailing original model came whit and i decided to delete it cause it had complications whit car doors, i left the rubber mesh on rear window and rear side windows tough!

    3) rear engine heat shield thingy that has fuel tank next/behind to it(its only one sided for now, will make it double sided in future, not enough time for now) dosent have horizontal lines for jbeaming(will try to fix it soon).

    4)front fender needs more horizontal edges and edge fixing(tough since its 2 sided/layered it takes more job... ill skip it for now for my school project version(cause i concentrate mostly on vertical deformation, since its easier to fix model for it(3 layers vs 4 layers...))) cause i based it fixing on mistakes(from lazyness) the previous modder did(and to create work for new modder to fix my mistakes(ton) :D)



    Also, the model contains one stolen texture from SLRR, and i havent gotten around to removing it yet, its the car chassis base one!

    So these following are pictures about the model, and i show off a little extra detail i am planning to give to the car(need hints?)!

    I have some problem whit file upload so ill post imgur link!

    https://imgur.com/a/GNDDr

    Also, this is Version 2271(after i do a edit to model i create new save file so i have easy way to revert back)!
     

    Attached Files:

    • zaz1.png
    • zaz1wf.png
    • zaz2.png
    • zaz2wf.png
    • zaz31.png
    • zaz31wf.png
    • zaz3.png
    • zaz4.png
    • zaz4wf.png
    • zaz5.png
    • zaz5wf.png
    • zaz6.png
    • zaz6wf.png
    • zaz7.png
    • zaz7fw.png
    • zaz8.png
    • zaz9.png
    • zaz10.png
    • zaz11.png
    • zaz12.png
    • zaz13.png
    • zaz14.png
    • Info.png
    #167 Justaparps, Mar 31, 2018
    Last edited: Mar 31, 2018
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  8. Plymouth Superbird 1970

    Plymouth Superbird 1970
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    Speed gauge is only a texture?
     
  9. Justaparps

    Justaparps
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    For now yes, and i think i managed to find better texture for it, but when I have time to work on non jbeam related stuff on the project(after passing the graduation project commission probably) ill work on actual cauges and get them lightmapped(oil light, etc... total of 3 lights) and programmed needle thingies. I just now legitimately literally have no time...
     
  10. Plymouth Superbird 1970

    Plymouth Superbird 1970
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    good
     
  11. spinnin vinal

    spinnin vinal
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    can you make the back fall off judt like the Skoda 230GL?
     
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  12. Justaparps

    Justaparps
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    I will in the future, but for now as part of the final project i have to recreate the original zaz as close as possible, in future versions i create alternative body styles, and one whit back angled/sized similar to skoda 230GL

    Oh you mean the back panel falling off? Not modeled to look like 230GL?

    This is already done, either by me or previous moddeler(aka the russian version of this mod might have it, idk...)!
     

    Attached Files:

    • zaz15.png
    • zaz16.png
    • zaz17.png
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  13. TheOilDerrick

    TheOilDerrick
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    Will the textures have normal maps? The normals play an important part in making the car more realistic in BeamNG, as they add more depth to the textures.
     
  14. Justaparps

    Justaparps
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    I am really really bad at texturing, but eventually(after i pass the comission) i plan to do uvmapping(i have done a lot of moddeling/fixing so old ones are quite likely all ruined) and normal maps, tough they will be not hand made but generated from program(Mindtex 2)! For now the priorities is basic import to beamng(whit improper/baseholder textures) and okayish(read as better than covet jbeam on this, which is what russians did whit their version) jbeam.
     
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  15. Justaparps

    Justaparps
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    This is a message i wrote yesterday but didn't post due to not having pictures.
    I found some unconnected(to each other) verticles(little 3d moddeling dots) yesterday around the rear side windows and i have been fixing them since yesterday and working on fixing roofline by adding/moving edges.

    This is my today message:

    I just managed to complete fixing and improving roof deformation and i also found a fix to upper rear roof pillar support at upper part of it(its C shaped, and i found a better way to connect it to interior roof(the interior layer of the roof)!

    Also I tought of a fix for upper rear windows frame that connects to the roof(did the connecting) and i tried it and it looks great! I also added ton of edges(lines) to improve jbeam deformation(at least i think so...)
    Also i made A pillars thicker!(tought they are still not connected to vehicle floor/bottom front door pillars...)
    Now its time for some soup for me :) Will send a pic of the soup here! Enjoy the progress pics in mean time! :D

    Soup update: Was really good, tough bit too spicy.
     

    Attached Files:

    • zaz18.png
    • zaz19.png
    • zaz20.png
    • zaz20pre.png
    • zaz21.png
    • zaz21Pre.png
    • P_20180403_160546_1_p.jpg
    #175 Justaparps, Apr 3, 2018
    Last edited: Apr 3, 2018
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  16. Justaparps

    Justaparps
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    Does anyone have idea if 3d model triangle pattern being other way in some places makes the deformation worser?
     

    Attached Files:

    • zaz22.png
    • zaz23.png
    • zaz24.png
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  17. Keys

    Keys
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    Honestly I don't think that it matters.
     
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  18. TheOilDerrick

    TheOilDerrick
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    I think the deformation relies on the jbeam, and not the model.
     
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  19. Keys

    Keys
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    It depends, some people have a hard time getting there vehicles not to spike if they are really high poly. Its some what the model , but mostly the jbeam
     
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  20. opkraut

    opkraut
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    The model still affects deformation, although since I haven't gotten into making mods yet I can't really say how or why it affects it.

    There might be a thread from someone asking about it that could be useful, if not, it wouldn't be the worst thing in the world to make a new thread asking if someone could explain it or help you out.
     
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