Razyx's mods

She works great awesome liitle car Raz

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Yesss you’ve done exactly what I thought should happen: put a 12k rpm screamer in that thing and let 'er rip.

@thecarlover, I like the idea, didn’t know about that sport kei car and as you’ve said would be easy :thumbsup:.
@Darkshine5, nice high rev toy :grinning:… and that was the goal, as @strop knows.

… and I thought that the Shark’s front end was tricky… really not till I’ve tried to make the next one.

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HANG ON A MINUTE THIS ISNT A RENAULT

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Toronado?

Longitudinal FWD coming soon.

That looks beautiful; I’m excited for this one.
Funny enough, a little while ago I was thinking how nice it would be to have an 8th generation Eldorado body for the game. This is a good alternative. I think both are beautiful cars… though the concept of having a front-wheel drive car with a 7.5 litre engine (or 8.2 litre in Cadillac’s case) makes me shake my head and ask why.

It’s not like the RWD barges understeered like shit in the first place, so why not save a bit of weight and free up some space in the interior?

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Looks very nice already.

Although I can already tell that the UV mapping on that front end might be a bit, interesting, if we can say it like that.

What do you think happens when you put about 300hp through the 225/80/R15 tires of the mid to late 60’s, that not only have to accelerate the vehicle, but also steer it?
I’m not talking about handling; as that wasn’t the highlight of American cars of the era in general… but about traction… or lack thereof. They didn’t have limited slip differentials and with that patented Amerifloat suspension; she’d light up the inside front wheel of a turn like nothing else, even with that 3-speed automatic.

As far as UV mapping the front, it’s possible to deform the fenders to be more flat, do the UV mapping, then return them to their original position. That’s what I did with my Continental body and some parts of my Suburban and Lamborghini bodies. It definitely helps with the stamping of fixtures.

Throttle control starter kit.

@Awildgermanappears, haha, yep, @RobtheFiend the Toronado really was the first on my ‘to do list’, but I knew that more practice was needed to get a decent job.

hmm, np, I’ll cry over here when get there, I mean, I tell you how it goes :worried:

So far

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Whoa.

Now that’s something I did not expect to happen. :grinning:

Setting up the lua.
Also I have to take a look on the doors, there are some sheens that do not like

@TrackpadUser, or @thecarlover (you veterans :slight_smile: ), and here we are :sob:, that hole!!!, What do you guys have made on these?

I’m thinking to get rid of the main chrome bumper (fully or partially dunno) allowing fixtures placement.

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Maybe 2 variants, one with chrome and one without it.

About that hole, that was why the uv mapping in the front is interesting (in words of TPU). If the hole appears when you put fixtures, you need to re-do the uv map. In the unwrap uv map, in the editor (where you see like a 2D screen-shot of your car in wire-frame) you must me sure that for any angle if you punch a hole in the body it doesn’t get a hole through another part of the body. Some times is very hard to do that because of the shape of the body.

aaaaaamigo!!!.. many thanks, I should have investigated by myself (it was a pending lesson) but today the… force…, the laziness is in me :blush:

You are making a great work! Congratulation!

This is where you can temporarily move some vertexes backward to make the front end flatter to allow proper UV mapping, and then moving them back to their desired position afterward. The UV mapping won’t be affected by it, it’s only when adding/removing polygons or modifying smoothing groups that remapping is required.

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Thanks @NormanVauxhall.
Thanks @thecarlover, really appreciated that you share your knowledge with these tricks.
Got it but I’m going to finish it and then look more in depth about this.

Now skinning and a soft top version.

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