3D artist help required

Discussion in 'Car Modding' started by Autosport, Feb 5, 2019.

  1. Autosport

    Autosport Registered

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    Hi all,

    I'm looking for someone who can help me take a CAD model of a car I produce and create a rfactor 2 model. I can do all the physics no problem, and the CAD model is complete in 3D, I can convert it into a mesh model, but can't then reduce the polycount etc and manipulate it in 3ds and add textures etc.

    If you can help with this and want to earn some beer money then pleasemessage me.

    The car design is open source to help promote engineering skills to young people, and having a SIM mod of it would help the promotion of it. Pics at www.facebook.com/byoinverter

    Thanks in advance.
     
  2. Liquid4653

    Liquid4653 Registered

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    What you ask is not trivial, the cad model is likely to be much too high in poly count to use directly and reducing this down to a game engine level is not a simple task, it's probably easier to model it again from cad model but it would be a lot of work.

    I would suggest listing what software this cad model is in and what the poly count is now, and any explicit details you have, it will help people to give them an idea of what is required and if they can help;)

    Best of luck and I hope you find someone;).
     
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  3. DaREALMastaD

    DaREALMastaD Registered

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    I've used Atangeo Balancer before for reducing polygon counts and was actually quite impressed with the reductions. Doesn't cost too much and you can evaluate it first to try it out (I think there's a free version too but the polygons must be under a certain count). You may have to convert the object to .obj or another suitable format but for what's it worth, I was happy with the results. It also maintains the UVW mapping so if the textures are already in place, which was the case for the models I was doing, it will keep those intact.
     
  4. Leonardo Nogueira

    Leonardo Nogueira Registered

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    I can't do it but can help you... it take a little time but search for rotpology... there are a lot of awesome programs that do it very very well... in my organic modelling I used to create a very high poly in zbrus and use the same zbrush or TOPOGUN to make the retopology (reducing the polycount with a good quality) and then create the normal map. I think it's the knowledge u need now!
     

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