Marburg Posted February 22, 2021 Author Posted February 22, 2021 more work in progress... a shabby apartment from the "Garry's Mod" game. Ripped by someone else. Fixed and converted by me. Release date: TBA
EJAX Posted February 22, 2021 Posted February 22, 2021 What I did on my winter vacation... https://www39.zippyshare.com/v/CKGBkCfq/file.html
Marburg Posted February 24, 2021 Author Posted February 24, 2021 More work in progress... As far as I know we already have a McDonald's and the Silent Hill Happy Burger joint but no Burger King (please correct me if I'm wrong). This location was ripped from EvoCity by someone else and I ported it to TK17. The work is nearly done; it just needs some postions and maybe a bit of animation to liven up the scene. Release date: to be announced...
Daspex Posted February 24, 2021 Posted February 24, 2021 Hey man!Looks pretty cool.Cant wait to try it.Nice job!
Daspex Posted February 25, 2021 Posted February 25, 2021 My "still" wip room BiathlonVX made some progress. Itll come with sportscar animated fire in the explorer room and fog.Thanks to Marburg for the campfire port for custom rooms and sharing with me.Also thanks to Marburg for sharing the rotation code for the sports- car podest and figuring out how to put animations in custom rooms. Looks like this for now...
Daspex Posted February 25, 2021 Posted February 25, 2021 Next one is the starship room also still wip. Thanks Marburg i was able to make the blackhole rotate. In the video section you can watch it.
Daspex Posted February 25, 2021 Posted February 25, 2021 Last wip for now...Hangmens Graveyard...with campfire and fog. The Room Options can trigger the hanging device and fog on/off
Daspex Posted March 1, 2021 Posted March 1, 2021 Next WIP is a nice toy room... Release will be stored at next Modsgarden site.
Marburg Posted March 1, 2021 Author Posted March 1, 2021 Another room I'm working on. I prefer to have several projects going on so i can switch if I get bored
Marburg Posted March 14, 2021 Author Posted March 14, 2021 More work in progress... another "easy" port that ends up taking quite a bit more work than expected LOL
Daspex Posted March 23, 2021 Posted March 23, 2021 Nearly done...some UV map's have still to be created...
Daspex Posted March 24, 2021 Posted March 24, 2021 Headlights glasses done,just the glow effect left to be done.
Daspex Posted March 27, 2021 Posted March 27, 2021 Release this weekend.Just a little fine tuning of the textures left to do. This is my first attempt to create a vehicle mod.Hope its not too bad.
Daspex Posted April 4, 2021 Posted April 4, 2021 Some details still have to be done like bumpers and stuff... This is just a color test.
Gemini Saga Posted April 6, 2021 Posted April 6, 2021 On 4/4/2021 at 7:20 PM, Daspex said: Some details still have to be done like bumpers and stuff... This is just a color test. It looks fairly good but seems to be a pretty bad mesh just from the get go, hope you don't mind if I politely ask something, why the two color tones? Also a for interior (seats and dashboard) which it seems to be leather, I recommend to use the smart UV unwrapp operator in blender (U>Smart UV), a tileable leather texture and to scale up the UV guide way off the UV space thus than longer the scale of the UV map the thiner the leather surface will look, this will give a more definition to the leather texture making it look less mottled, do not abuse or you will loose detail And maybe will be better to use a plain grey texture (hex code: 888888) for the bumpers with a low level of shininnes and attach a reflection texture to it These are just suggestions, ideas... is my usual workflow for when I have independent leather material blocks in my interiors ?
Daspex Posted April 6, 2021 Posted April 6, 2021 7 hours ago, Gemini Saga said: It looks fairly good but seems to be a pretty bad mesh just from the get go, hope you don't mind if I politely ask something, why the two color tones? Also a for interior (seats and dashboard) which it seems to be leather, I recommend to use the smart UV unwrapp operator in blender (U>Smart UV), a tileable leather texture and to scale up the UV guide way off the UV space thus than longer the scale of the UV map the thiner the leather surface will look, this will give a more definition to the leather texture making it look less mottled, do not abuse or you will loose detail And maybe will be better to use a plain grey texture (hex code: 888888) for the bumpers with a low level of shininnes and attach a reflection texture to it These are just suggestions, ideas... is my usual workflow for when I have independent leather material blocks in my interiors ? Thanks for the informations,i will keep that in mind,this is my second vehicle addon and i still make experiences so every hint is welcome.
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