Opened my abandoned account just to say this lol
I kinda expected you to do it, since you seem to do mostly ex-YU cars, and knowing your streak of excellent conversions and model edits, I bet this one is gonna be awesome, too.
My question is, are you going to add some model facelifts as tuning parts? Like the one with the square headlights, from the early 80's.
Love your work, by the way. You got my respect!
Posts made by SerranitaMods
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RE: [VEHICLE][WIP] Zastava 101 (1100) , 1971 - 2008posted in Releases & Works in Progress
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RE: [Vehicle Request] 2004 Volvo S60Rposted in Requests
@lemonbird Contact me on PM, or hit me up at serranitamods@cock.li (yes, it's actually real)
I'm willing to do the conversion +3D boot and doorsills for 20-15$... -
RE: [VEHICLE]2017 Presidential State Car (Cadillac One a.k.a. The Beast)posted in Releases & Works in Progress
I wonder if you're gonna use the Forza 7's Cadillac XTS Limousine interior for this car, it should fit...
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RE: CONVERSION TUTORIAL : Convert cars to GTA V (from GTA SA, IV, Forza, Project Cars...) [VIDEO]posted in Tutorials
@xXGARRAPPAXx At the end i'm writing it to everybody...
It's not coming out yet, but i'm working hard so it's on 3 languages (English/Spanish/BR-Portuguese), and so also covers other important aspects, such as topolgy or texture optimization.
that's all -
RE: [Vehicle] [WIP] Chevy Monte Carlo SS '88posted in Releases & Works in Progress
@Yarm1995 Do you have Forza Horizon 3 installed to get the car LODs? Because i'm looking for the S13 Silvia/Skyline R31/Yaris S LODs, but on the internet there's only their LOD0 model :c
Talking about the car, even if it's just a WIP, feels more complete than most mods on the site...incluiding mine, i know
Waiting to it's release -
RE: CONVERSION TUTORIAL : Convert cars to GTA V (from GTA SA, IV, Forza, Project Cars...) [VIDEO]posted in Tutorials
@FreezIn Sorry, i don't use Skype.
Do you use Discord? I can chat to you by there. -
RE: CONVERSION TUTORIAL : Convert cars to GTA V (from GTA SA, IV, Forza, Project Cars...) [VIDEO]posted in Tutorials
@FreezIn
Lots and lots of self-learning...
For example, you can only follow well most tutorials if your car has some options enabled, like 3 UV channels, vertex paint, and so on... If you don't know what's it or how to activate it, you'll get confused.
It toke me a whole year to learn about GTA V's cars, and i learn more every day...
Guess i'll publish something so everyone can learn. -
RE: Hello. I'm writing an article about a GTA V modder, and would love to speak to someone in the community about the technical side to modding GTA V.posted in General Modding Discussion
Depends what kind of modifications are you talking about. I'm no expert on this topic, i just say what i know, there's lots of people out there that know way more than me.
Vehicles are converted using Zmodeler 3.1.2 or higher, since that's the only program that has a GTA V import/export model filter. Converting a quality car can easily take more than 2 weeks just for the base model.
I don't know much about script mods, i just know that ASI files are renamed DLL files, and that most scripts are "injected" into the game.
Pedestrian/player mods are made using updated Zmodeler 3.1.3 or higher, and they take less time than car mods, i think that they take less than 1 day.
Using Zmodeler 3 can be very difficult, since the UI isn't pretty at all, and tries too much to be "understandable", by using graphics instead of text on menus, for example.
There's groups dedicated to make certain kinds of cars, like SokudoChasers, a modding group that's dedicated to tuned JDM cars, and other groups convert cars following a certain quality standard, like YCA, a chinese group that only converts cars on the same high quality, from recognized brands.
The GTA V modding community's pretty united on certain cases, like when GTA V Redux was published, and everyone sh*tted on it because it was nothing more than a stolen mod compilation that was under Romito's name.
I could write more, but i'm working on something atm.
Hope that more people help you on this! -
RE: [VEHICLES] Some good ol' 90's car mods (from SA) that have been neglected and just can't sit to dieposted in Requests
@krashadam If you want to change that, convert them by yourself.
There's already a lot of tutorials out there, and there's some ways to get ZModeler 3.....
I wanted those old buses that were on my country years ago, so i learned the convertion process, took me a month to make a fully functional bus but i enjoy every polygon of it.
Who's stopping you to learn more about modding? -
RE: A way to add multiple translations to a topicposted in Site-Related Questions & Feedback
I would love to see a system like this:
- The user sets their native language on their control panel. If a post doesn't have a translation on that language, the post would be showed on it's original language ( EX: English only post, i click on it and i'll see it on english )
- The 1st language will be used on posts that've been written on that language, for example, if i've set my 1st language as Spanish, and if i browse a topic that's in both Spanish and English, the forum will show me the Spanish ver. as default.
- But obviously, if the translation's badly written, i can choose on a menu, the original post's language.
- And obviously, being able to help with translations for some posts would be nice, too.
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RE: [VEHICLES] Some good ol' 90's car mods (from SA) that have been neglected and just can't sit to dieposted in Requests
I almost share your same view, but..
- Most modders don't convert normal cars since they're harder to get on decent quality, they require more work and they aren't as eyecandy as those exxxxxtra sike LibertyWalk Lamborghinis,.
- Most normal cars get ignored on the site, the most downloads that they would get would be around 3 or 5k.
- Because there's more availability of high quality "non-normal, exotic" cars, modders will convert those cars that look better, and require less work, so they can get easily some goddamn high download numbers, lots of followers, or simply so they can fulfill their wish of having that million-poly SuperCompetizione BugaLamboRshe ST660 [Stanced][Cambered][RocketBunny] ingame.
It's a vicious circle. Also, most normal cars on high or good quality are modelled by teams/persons that use really strict rules on converting, editing, better said , they act like their work is the Holy Grial, and one has to follow their rules, or some drama may happen.
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RE: [VEHICLE][WIP] Caio Vitoria MB OF-1318posted in Releases & Works in Progress
reserving this so i can post game pics later
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[VEHICLE][WIP] Caio Vitoria MB OF-1318posted in Releases & Works in Progress
The CAIO Vitória is a brazilian bus manufactured and sold by Caio
(duh), produced from the years 1986 to 1996, and made on a variety of different chassis and body configurations, adapting to various emerging markets, like the Chilean one.The model that i'm doing is the chilean-configured version, with a single door at the front, and double doors at the rear, and on a Mercedes Benz OF-1318 chassi.
The 3d quality itself is pretty decent,
( aside from the fucking 470K polygons used on the interior, and 60k on the exterior )has a complete dashboard and other gimmicks to make it look like it's brand new.
Also it has 5 paintjobs made by me, based on it's real counterparts, all of them on 4K quality.Stock ENTP paintjob ( originally for promotional photos of the IRL model )

A typical "Micro Amarilla" paintjob

Expreso San Bernardo, interurban buses for urban trams

One of the many stock paintjobs, the chilean military has Vitorias with it

Another stock paintjob, used for promotion photos on Brazil

Really hope that i'm able to release this bus on December 25th.
Leave your opinions, please.Also,fixed the UV Map error of the previous post, the solution was simple as hell :
- Select/Quadr, select the models with UV Problems
- Open the Properties menu ( next to Structure ) , General -> Mesh -> Vertices -> Format
- Set the UV channels to 3
- Remap the parts with UV errors
the last thing that i wanna ask is how i modifiy chassis [col], i can't seem to edit it's vertices, polygons, i can just move or scale it on object mode.