Ferrari 156 F1 '61 Sharknose wip

Discussion in 'Car Modding' started by zonder, Jul 4, 2013.

  1. zonder

    zonder Registered

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    Hi, anyone got any tips or maybe usefull threads how to put mesh in to spinner, i tried to output that
    [​IMG] (preview from different engine) to check how gmotor materials work, but it didn't show up i followed official car modding workflow tutorial on isi page, export went fine, i change all file names as instructed in manual, I updated paths, but there is nothing in car picker except two rtrainers
     
  2. zonder

    zonder Registered

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    Ok so i had a little breakthrough and managed to get it into devMode, exploring shaders slowly and they are way much different to what i got used to, got my Normal map working, tire is a bit high on polygons at the moment around 4K with rim but it's just test asset, there is still room to cut around 20-30% without sacrificing much on quality, specular is a bit weird at the moment i hope will figure it out with time...

    [​IMG]
     
  3. Hazi

    Hazi Registered

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    All I can say is WOW - and maybe I remember that Devmode is somehow different in terms of shaders as the final result - but maybe I am totally wrong.
     
  4. zonder

    zonder Registered

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    Yeah i'm pretty sure it is different in terms of lighting but haven't been there with my asset yet, and i'm actually looking for better way to preview model than that if such existing.
     
  5. websta

    websta Registered

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    For my Max poly I got to 48,000, but I had intended (if needed) to optimise that. i have a normals layer yes(rivets)
    Mine was an exploratory development, to some extent.
    I started by modelling low poly then using mesh smooth to obtain higher LOD's, so I already have my low poly's.
    Different from re topo method. Not sure if this is the best workflow or not with regards to UV unwrap. Organising your poly budgets also depends on how complex your models feature structure is. My model has a chassis framework with low poly tanks etc, my intention was to eventually cut the body parts off for debris. again not sure if this is right way.
    rFactor2 needs clear, concise documentation.
    Stumbling block number1-cube in spinner.
    Kristoff helped with this, by sending me a working cube, I had no luck with the tutorial.
     
    Last edited by a moderator: Aug 19, 2013
  6. zonder

    zonder Registered

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    Hi thanks, max 48k that is low, did you test run it with full grid how that affected performance?

    Other question is: does converter exports hierarchy linking?
     
  7. websta

    websta Registered

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    I ran it with, i think at least 12 cars no probs. I dont remember exactly how many i tried.

    Make sure your pivots are correct, export all your named assets. then tie it all together in your code structures in rF. (basically) no linking in max for vehicles, hmm, i think the driver though.
    read ALL docs at least once, BEFORE you start, that way you can get some idea of the capabilities of the engine and be able to make some plans and inroads. Examine existing assets. Search these forums. Keep your posture correct, remember to eat, exercise etc
    We are human even though you may, to some extent 'become' this racing car.
     
    Last edited by a moderator: Aug 20, 2013
  8. pay2021

    pay2021 Registered

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    The exporter not support hierarchy linking, when export various separate objects be sure they have all their pivots in 0,0,0 in world (absolute) except wheels.
     
  9. websta

    websta Registered

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    ah yes, heh, my bad, it's been so long. pay2021 is correct.
    rF has a tool for setting suspension pivots
     
    Last edited by a moderator: Aug 20, 2013
  10. zonder

    zonder Registered

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    So i have done front suspension in my reference mesh

    [​IMG]

    [​IMG]
     
  11. 1959nikos

    1959nikos Registered

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    Looks really good. Keep it up, this is very exciting!!
     
  12. tjc

    tjc Registered

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    So exciting you posted that twice nikos... :D

    :p
     
  13. 1959nikos

    1959nikos Registered

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    :D worth it.
     
  14. tjc

    tjc Registered

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    lol... indeed. :D
     
  15. websta

    websta Registered

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    looking good zonder:p
     
  16. Banger

    Banger Registered

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    looking great, Don't know if you saw this video on youtube: this is the Recreated version


    hope it helps
     
  17. classicracesimulators

    classicracesimulators Registered

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    This is a fabulously exciting project ! Any news to be had Zonder?
     
  18. 1959nikos

    1959nikos Registered

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  19. Leonardo1962

    Leonardo1962 Registered

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    Great work.
    Big like :)

    Leonardo (Peter)
     
  20. tjc

    tjc Registered

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