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Everything posted by TDUZoqqer
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Altima done. The Altima turned out to be a fairly complicated car to model actually. Not particulary difficult, but tricky to catch the shapes. It isn't perfect by any means, but it's close enough, really. Also, texturing the headlights was a nightmare. But yeah lol. Ignore the reflections of the the transparent stuff in the paint, we all know it doesn't matter since TDU won't reflect them ingame. Asset details: Polycount: 2.298 specific textures used: 5 (512x512 DXT1 no alpha, 256x256 DXT5, 256x256 DXT1 no alpha, 256x256 DXT1 no alpha, 128x128 DXT1 no alpha) Duration: 5-ish days Gonna make a break from the traffic cars for a day or two (actually, continue my "real work" lol), in the meanwhile you can tell me what I should model next from the list. I am tending towards Expedition or Tahoe.
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This track has an insane vibe holy crap
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Yes it's possible, you need to edit the performance packs with TDUF and assign a specific slot to the tuning pack. Vanilla Nissan 350Z and Ford Mustang work this way.
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Altima modeling done. The same(-ish) polycount as the Tacoma. Slightly more, but still alright since in the 2000-2500 polys range. Will texture it the following days, post renders and take on another car. Either the Expedition or the Tahoe, I'll see.
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[RELEASED] Test Drive Unlimited Platinum - v1.21
TDUZoqqer replied to Milli's topic in Tools / Others Mod
The game will have over 800 cars you can replace. -
[RELEASED] Test Drive Unlimited Platinum - v1.21
TDUZoqqer replied to Milli's topic in Tools / Others Mod
whats left? VW, Volvo, Lykan and Zenvo? -
the guys on the discord already know how much i love memes, and how much of a meme this dude is the song is lowkey catchy af
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Altima is getting there. The rear bumper is hell to model lol E: I only now realized it's the 2016 Altima, and I wanted to make a 2014 one. Well, list changed from 2014 to 2016 now. E2: Ah, no, all correct. I decied to do the 2016 to begin with since I haven't found any blueprints of the 2014 model. Forgot to update the list.
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Tesla Model Y unveil
TDUZoqqer commented on Eudemon's event in turboduck - Events and New Game Releases
Well, yes i know, but in terms of marketing this should have not been said. On the other hand people would buy anything Elon produces, no matter what he says. -
Thanks man
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Had 15 minutes for modeling now lol wanted to post that before i go to sleep and work the whole day tomorrow again rip
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Tesla Model Y unveil
TDUZoqqer commented on Eudemon's event in turboduck - Events and New Game Releases
This sounds like a meme to me, why would you admit that it's more expensive and have less range when you want to promote a car, even if its true -
Let me finish modeling the cars first before putting them in the game lmao. And I am totally capable of doing screenshots myself, thanks for the input
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Why? It isn't even in the game yet
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Huh what?
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no
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Bro I meant my customer for work not you lmao.
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Waiting for the customer to reply, made renders in the meanwhile. (renders = testing light glow mask and looking at the wheel textures and mudflaps)
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SUV3 is the first gen Escalade, if I'm not mistaken, but yeah it's nice to see Atari is as braindead as Rockstar when it comes to cars
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lol yeah, i mean it would be weird without. Btw have you realized, atari used a bunch of real cars, debadged them and changed the body shape slightly. SUV1 for instance is clearly a 2006 Jeep Grand Cherokee pickup
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Thanks, hope it will look half as decent ingame as in 3ds max lol I cant decide wether to do the chevy van or the acura next
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The Tacoma is done! Texturing took longer than the modeling, spent the whole day today mapping, baking and texturing But this must be the fastest modeling job of a complete car I did yet, meaning with texturing and stuff. But hey, it's below 2k polys, so it would be weird when it'd take longer, really. Asset details: Polycount: 1.798 specific textures used: 5 (512x512 DXT1 no alpha, 512x512 DXT5, 256x256 DXT1 no alpha, 256x256 DXT1 no alpha, 128x128 DXT1 no alpha) - the 512x512 DXT5 might be scaled down later. Duration: 3 days Nice to have it done, since I need to work tomorrow again and I would have totally lost the track of the model then. But yeah, one down, more to come! PS: As for rims, I will make own rims with a 128x128 DXT1 texture, but I am not sure if there is enough texture space left for it. I hope so, otherwise I'll use a TDU traffic rim with a common car normal. Which I don't want, actually.
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Thanks, SUV1 has 1500 polys as far I remember. Plus Body_LR. My method is to instance one side to the other and instance those as Body_lr too, which brings down the polycount of body_hr and Body_lr combined to about 800 polys. Compared to 3000 of SUV1 thats what I did with My car mods aswell.
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Tacoma 3D model finished. Now it's on to baking and texturing. PS: This is by far the most lowpoly car I ever modeled, unironically. To be honest, I would love to put some more details into the model, since it deserved some love, but TDU would not like that very much. PPS: the Tacoma is now ever lowpolier than the traffic car it replaces.. But that means more space for textures! slightly more. Traffic bnks work only up to 550ish kb lol.