In the Works Thread

Can the game tell if a car rolls over on the test track? :smiley:

Try this: use a supersoften suspension, with more positive camber, antirollbar 0, and a maximum ride height, a body with small bias, ultrathin tires, and the first suspension (rear and back), and make a track in Automation with more tameness.

[quote=ā€œDaffyflyerā€]

How it looks in-game so far. :slight_smile: Morphs have not been added yet, though. (For liability reasons, this is not a Fiat 238/VW T2 mashup.)

Love it! Want it included officially?[/quote]

That would be nice. :slight_smile: Iā€™m going to add some morphs to it soon. Should be easier this time since itā€™s made from scratch for the game.

Nice workā€¦Could you also make a plastic bumpered version?? :stuck_out_tongue: :stuck_out_tongue:

Sweet. Iā€™m going to redo some of your morph work on the supercars. Iā€™ll send the Max files back to you so you can learn from them :slight_smile:

Iā€™m planning on that as well, in case someone would like to make something similar to the VW T2s produced in Mexico. Also, a panel van will be made.

[quote=ā€œDaffyflyerā€]

Sweet. Iā€™m going to redo some of your morph work on the supercars. Iā€™ll send the Max files back to you so you can learn from them :slight_smile:[/quote]

Iā€™d appreciate that. They have to be 2011 compatible, though. :slight_smile:

Iā€™ve decided to jump in at the deep end, this is what Iā€™ve been working on.



Iā€™m pretty pleased with the outcome if Iā€™m honest. Itā€™s not my first ever model, but that was a TARDIS 20 years ago (on an Amiga).
Itā€™s nowhere near ready though, it needs some fettling as on closer inspection itā€™s a bit wavy in places.

[quote=ā€œmaffcā€]Iā€™ve decided to jump in at the deep end, this is what Iā€™ve been working on.
[attachment=0]1822 preview.png[/attachment]
Iā€™m pretty pleased with the outcome if Iā€™m honest. Itā€™s not my first ever model, but that was a TARDIS 20 years ago (on an Amiga).
Itā€™s nowhere near ready though, it needs some fettling as on closer inspection itā€™s a bit wavy in places.[/quote]

Post a pic of it with edged faces on and Iā€™ll give you some feedback on the mesh flow if you like :slight_smile:

Thank you very much. Any advice is appreciated. As youā€™ll see the flow is pretty awful, especially around the wheel arches, bonnet and front window. Itā€™s on the list of the things to sort out. Iā€™d been concentrating on the shape foremost.


Yeees! Realistic Transverse Inline 6 application! :smiley:

Laete 70ā€™s/Early 80ā€™s italian hatch shapeā€¦

i.imgur.com/p8GG04W.gif

Started screwing around in 3DS and started modeling a small offroad truck.

Still a lot to do, and since I am still a bit nooby with 3DS max there are probably some parts that are badly made but I think I am slowly getting there.

[quote=ā€œtrackpaduserā€]Started screwing around in 3DS and started modeling a small offroad truck.

Still a lot to do, and since I am still a bit nooby with 3DS max there are probably some parts that are badly made but I think I am slowly getting there.[/quote]

Neat! I look forward to seeing some updates on this as I too am new to 3ds!

Alright, before going too far I have a drew questions for those who know what they are doing.

From the tutorials, it says to separate the hood, doors, trunk, etc, and chamfer the edges and clip them with the body to give some depth to the seams. Does this apply to all the ā€˜ā€˜detachableā€™ā€™ parts. Aka, should my roof sections be a separate part?

Also, when it comes to meshing with morphing in mind. I would like to know if it has to be made so I can manually move the faces around with it still looking nice. Exemple, in my case, pretty much no matter the morph, I want the hood to stay fairly flat. Could I remove pretty much all lines that separate the hood on itā€™s length?

Sorry if some of my questions are unclear, Iā€™ll do examples on paint of what I mean if necessary.

Speaking from experience, all parts that are to be UV mapped (and their seams) should be welded together. This is because fixtures (most notably grilles) that overlap one or more seams tend to create nasty side effects.

You donā€™t really need to weld them together. In fact it is recommended for separate body parts (bonnet, doors, bumpers) to be separate elements (idk why, perhaps itā€™ll have some role later), they need however to be UV mapped together, and it helps if the seams seem to be welded together but are not (split edges)

So, I continued to work on it a bit. Made it all in one part like suggested by felgen, worst case scenario itā€™s IMHO easier to break in separate parts than to weld everything back together, so it should be easy to change.

I also added mirrors and bumpers as separate parts.

So AFAIK the only thing left with the main modelling is to make sure everything is fine. Had some weird things happen when I welded the sections back together. Most of those things are fixed but Iā€™ll have to recheck. Iā€™ll also have to add some stuff on the underside, but that should be fairly easy.

Smoothing groups are also set for the main body and the bumpers.

Also, here is a picture of the mesh, so you can comment on the flow.

wow this is look amazing I cannot wait to download this monster!

I wouldnā€™t say itā€™s a monster because it is a mini-truck, kinda like Suzuki Samurai, so it has a wheelbase just a whee bit over 2 meters.

So if I finish it before the next patch, it will probably be shortest car available, only matched by the 40ā€™s small sedan.

It will probably be possible to stretch/scale it into something sligthly larger afterwards, to make it into a generic 80ā€™s japanese SUV, like the Montero or the Landcruiser.