Recrouting experienced car modder *PAID*

gibbage

Im starting work on a very exciting project for rFactor 1 (and possibly into 2). Im working directly with a big name car manufacturer to bring there car lineup into the rFactor sim for the racing community! I have extensive experience modeling vehicles for various companies including 1C, and Microsoft, but im looking to create a small team to help me with this new venture.

Im sure some have notice me asking a lot of questions about rFactor, and I have come to the conclusion that I wont be able to meet my deadline using trial and error to try and get these cars into the sim, and im looking for a partner with experience exporting models from 3D Studio's 2010 and into rFactor 1.

This is not a full time position, and will be paid on a per project basis. This could lead into several cars every few months.

The ideal candidate will have experience in exporting models from 3DS 2010 into rFactor 1, and be willing to communicate via Skype to coordinate with me. If your interested, please post your experience here, or send me a private message. Hopefully we can bring some very exciting cars into the rFactor community togeather!

Kevin "Gibbage" Miller
www.gibbageart.com
 
Im still in need of someone to help me export my cars into rFactor. Here is a few renders of the car model im working on with the backing of Lexus.

lexus_is_06.jpg


lexus_is_08.jpg


lexus_is_01.jpg


lexus_is_04.jpg
 
The IS250 is looking great.

Your already doing the hard part, getting it working in rFactor is fairly easy.
 
Maybe i am wrong but your model looks as if it would have a high polycount. It Looks very detailed, which normally is very good.
But for racing-simulations/online-gaming for example, it will probably cause issues like lag.

Do you know if 3D Studio's 2010 is compatible with 3DSmax2009?
 
The entire model (external plus internal) is less then 50,000 polygons. I asked for the limits earlier and basically got 50K should be no problem. This model will be used as a showcase for Lexus at trade shows, and running some massive hardware in a full motion sim. I have no worries about choppy online play in that scenario.

3DS Max 2009 can not read 2010 files sadly. Its a tradition of Autodesk to never have backwards compatibility. I could export an FBX file, but it seems like I will be getting direct help from ISI on this.

The model is complete, so here are some screenshots (not renders) from Max.

http://www.gibbageart.com/files/rfactor/lexus_is_20.jpg

http://www.gibbageart.com/files/rfactor/lexus_is_21.jpg

http://www.gibbageart.com/files/rfactor/lexus_is_22.jpg

http://www.gibbageart.com/files/rfactor/lexus_is_24.jpg

http://www.gibbageart.com/files/rfactor/lexus_is_25.jpg

http://www.gibbageart.com/files/rfactor/lexus_is_26.jpg
 
...... but it seems like I will be getting direct help from ISI on this.......

That would be the best if ISI would do that.

But here is a little hint nevertheless. As far as i know there is no way to Export in ISI *gmt Format from 3D Studio. I by myself do the following to get the models into rFactor format. Export as *.3DS Format file from 3D Studio. Then i use 3DSimEd to Import the *.3DS and from there you can export as ISI rFactor *.gmt. And i have an import script to import rFactor *.gmt directly into 3DSmax2009, but don't know if it would work with 3D Studio 2010. But if you want i could give it to you.

By the way, nice Sreenshots. The car really looks great. Unfortunately i don't have the skills to build cars or tracks by scratch.
 
Sure there is: http://rfactor.net/web/rf1/devcorner/

"rFactor Max Plugins (32 Bit)" to export into GMT format from 3DS Max.


Are you sure?
Do you mean the Converter.dlu, Material.dlt and Texture.dlt?

I have them all installed, when i watch them at the Plug-in Manager, they are all loaded, but there is no option showing up like "Export as ISI gmt" or "save as ISI gmt".

I think these 3 files are needed for the import script for ISI *.gmt, that 3DSmax can handle them.

Or please tell me what i am doing wrong that i don't have an export option for ISI gmt's. I like to get informations that bring me forward.

And sorry gibbage that it goes a little bit off-topic.
 
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I have them all installed, when i watch them at the Plug-in Manager, they are all loaded, but there is no option showing up like "Export as ISI gmt" or "save as ISI gmt".
Read car modelling tutorial that is shipped with these plugins.

These plugins don't simply add an extra export / save option. You need to create rFactor-specific materials and apply them to your 3D models instead of standard materials. Export options are also available from within these tools.

Since I don't use 3D Studio myself, I won't be able to help you with anything specific. I can only say that following instructions from documentation I was able to installed these plugins, then create and export some simple models into game. It was over a year ago, but I don't recall running into any problems. The only thing I didn't get to work were ISI shaders within 3DS MAX, but I haven't honestly tried to do that,
 
In the downloadable *.zip-file of the 3DSmax-plugin were no tutorials included.

But you are completely right, i just again watched the options of the Utilities and, what did i see? When i click on the button "more" i get a list of options and one is the "GMT converter v2.45c". When i choose it a new menu opens where i for example can chose the output folder.... Then i just click on "DO" at "Make Mesh File" and thats it. The export of the 3D-model in ISI *.gmt format is finished.

Maybe you try that by yourself gibbage, get the Plugin HERE and try to export your car as ISI *.gmt.

And thank you K Szczech for the hint that make me look again and more thorough into the Utilities of 3DSmax. Now the converting from 3DS to *gmt with 3DSimEd has an end :)

PS to get the ISI-Shaders into max, you just have to extract the content of the ..\GameData\Shared\coreshaders.mas into the hardwareshaders folder of 3DSmax.
 
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