Subscribe to the Racing Sim Modding YouTube channel Full playlist here 1 - Setup Settings 2 - FBX export 3 - Reference plane
7 - Real road 8 - Export to gJED material and object settings 9 - avoid a gJED crash and reset cache Available on 31 August 2016 at 18:00
10 - Multi Grass Dirt Shader Available on 3rd September 13:00 UK time 11 - Multi Grass Dirt Shader Again Available on 7th September 18:00 UK time 12 - Real Road Shader on Curbs Available on 10th September 13:00 UK time
Maya to gJED: 14 - Track edges Available on 17th September 12:00 UK time Maya to gJED: 15 - Multi Grass dirt shader Alpha shading Available on 21st September 18:00 UK time Maya to gJED: 16 - Randomize objects Available on 24th September 12:00 UK time
Maya to gJED: 17 - Fence shadows Available on 28th September 18:00 UK time Maya to gJED: 18 - Timing lines and Export to Dev Mode Available on 1st October 12:00 UK time Maya to gJED: 19 - Track side object High to Low poly Available on 5th October 18:00 UK time
19th video was released a few days ago. Any feedback on these Maya videos? If you ask nicely then Gysbers might make some more on suggested subjects. What would you all like to know? (which isn't covered already in the 19 videos so far).
Very insightful Woodee and Gysbers. One thing that may be handy is on the vehicle side of modelling, working with the rf2 specifics eg deformable tyre and car paint with damage shaders, hdr setup, light flare. Even though I am more interested in the physics side, it is good to know and understand the processes involved with other parts of a project. Having said that, one wish would be some form of hangout, videos on physics especially tyre and chassis. In regards to the tyre, a suggestion to speak with Gentleman racers would be excellent as they seem to have a hold on the tyre as observed in the Flat6 mod v2.0(In my opinion, the best feeling tyre out there for tintops at the moment)
Could you make a video about how to make a good specular map and how to use those specular values in gJED, what are those for? Power, fresnel min, fresnel max, fresnel exp?
I'm just discovering your videos, great ones, I will watch all of it before trying to work with gjed About Maya for modeling, you only work with it? no 3DS max? did you find some limitation with Maya?
When i was looking for a modeling program i started with Blender and 3ds Max, and watched some beginer tutorials. But during my search for Blender and 3ds Max tutorials, i came a across more Maya tutorials then the other 2. I've struggled with 3ds max for awhile. But how things are done in Maya made more sense to me. And maya seems to used more and more for game development. An official Maya LT version cost +/- 250 euro's a year. That's an official license a game developer can use. Imagine you have 5 moddelers for your game. A 3ds Max License costs 1.600 euro's. Maya LT has all the features needed for game developers. I use the complete Maya 2016 version (student license) at has a ton features more for animation movies and rendering. But i don't need it. Are there limitions to Maya LT vs 3ds Max vs Blender? No, don't think so. Some things are done a bit differently. But most things come down to the same thing. I really recommend to try all 3: 3ds Max, Blender and Maya. Choose: what feels best and what makes sense to you the most. I recommend to try to create and UV a simple object. There are a ton of step by step tutorials on youtube to create a simple object for all 3. - 95% of your track/car moddel is done in your modeling tool of choice. - 95% of modding for F2 has nothing to do with rF2. Moddeling tutorials for Unity, UDK are valide for rF2 aswell. - 5% is done in gJED. ( Car physics is another storry... )