Nice work. Might want to set a darker spec for the dark parts since you made them all scratched and worn

GreenAid
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Posts made by GreenAid
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RE: [VEHICLE][WIP] Volkswagen Type 14, Karmann Ghia Convertible (1957-1974)
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RE: [VEHICLE][WIP] /8 Mercedes-Benz W114/W115 (1968 - 1976)
@NajPotez There were plenty of power roofs in the 60's and 70's
First power roof car is the Buick Y-Job in 1938. By the 50's most US cars had automatic lowering roofs.
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RE: [Vehicle][WIP] classic unique car: Volvo 343 3d
Maybe @NajPotez is interested in it.
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RE: [Vehicle][WIP] classic unique car: Volvo 343 3d
Models need to be converted correctly to work, you don't just import and export them. There is no point in buying 3d models if you have no way to convert them.
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RE: [VEHICLE][WIP] Volkswagen Type1 "Beetle" (1938–2003)
Hello again, looking good.
Don't forget to rescale the rim's thickness, as forza's rims are exported flat. (scale the rim to 300-400% then move the outer verts of one side back close to the other for the correct rim's depth). -
RE: [VEHICLE][WIP] Citroën 2CV (1949–1990)
Looks nice so far, only thing that's visible is the reflection on the lower part of the grille in the last picture. I would suggest converting that part to quads and calculating the normals once again, Blender can be useful if you know how to use that, because zmod's quad tool is very basic.
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
@LunaleMoon YTD should have only the textures used by the gun, others will just be bloat. So check in your project file what textures you are using.
And for +hi, it just has to include usually higher res copies of textures already present in the normal ytd. It's done so to optimize the memory used, as lower res textures will use less memory (when the player isn't holding the gun basically, so all other instances).
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
Wdym corresponding ytd file for _hi? It just uses the normal one as you can see in the bottom right. +hi.ytd is used ingame on close distances for higher res textures (1k-2k usually), BUT they still need a lower res copy in the normal ytd (512 for example).
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
@LunaleMoon Just right click and make a new one, then drag and drop the textures. They'll be converted to DXT5 dds.
And good about the verts, you can see now the vert count is much better and closer to polycount.