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GOURANGA! Forums > Editing > 3D Mods > The bus to hell
Post 1 | New
Fox
RV Driver

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  • Joined: Dec '03
  • Posts: 341
Ok I havent done a 3d car in ages. so heres an attept at a carmageddon/mad max hellish style bus. ive made a 3d interior no shit black windows, I have new broken glass texture much more real looking, new wheels, and the best textures i could get.

its just an edited cr but hope you like.

http://img260.echo.cx/img260/4206/bustohell7pi.jpg

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Post 2 | New
DaDa123
  • Joined: Aug '03
  • Posts: 963
Nice!

Does it carry passangers?
Avaiable downloads yet?
Which GTA version is the "Hell bus" for?

Add some dead bodies inside the passagers seats.
Post 3 | New
Fragdieb2
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  • Joined: Mar '03
  • Posts: 1,780
Nice job on the texturing, I love especially the rusty parts, reminds me of Halflife 2. Wheels and 3D interior and that front ram thing look good, too, great work so far. Is it ingame yet?

Some ideas for improvements:
-double rear wheels?
-blood stained seats? tounge
-A steering wheel, it seems to be missing.

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Post 4 | New
Fox
RV Driver

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  • Joined: Dec '03
  • Posts: 341
It started with me just messing around so. Its not in game its not even had damage parts made for it yet, Not been used in game im still modling it. i just wanted to see what people think.

And if i do.. how am i gona make the people get in and out? sure with sa it would be ok use the same as the BF injection and banger and stuff. but thsi is GTA3 and sa. any ideas?

And lastly any tips on making a big vehicle engine such as.. this?

http://www.stanmiller.info/photographs/truck/engine-driver.jpg looks liek a complex mass of... crap

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Post 5 | New
Alfadog
beats eating it

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  • Joined: Feb '03
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Is it possible not to use a repeating texture along the side of the bus? It really detracts from the style..

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Post 6 | New
Fragdieb2
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  • Joined: Mar '03
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Fox wrote:
And lastly any tips on making a big vehicle engine such as.. this?
[picture]
looks liek a complex mass of... crap


Doing a proper 3D model of an engine is a rather hard job. This is about how I do it:

First, its good to have as many images of the type of engine you want to do as possible, from a great variety of viewpoints, if possible.
As it's about impossible to build a 3D model of an engine with all details with a resonable polycount, I try to see characteristic, big shapes in all that mess like the block, or big tubes and piping, black boxes, mechanical transmissions and such stuff. Then I try to build a reduced base shape of those objects, the fine detail on the surfaces can be done with a texture better. When I do an engine, I don't try to recreate an exisiting engine with 100% accuracy, it's more like that I build parts until it looks messy and believable enough for my taste.

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