First Time Car Modder - Need Urgent Help!

Peter Read

Hey guys.

I've played around for Maya for months, pretty good at it. Can make lots of objects and would love to take a crack at an rFactor car.

I've seen lots of tutorials but none really point me in the right direction for what I'm after. I need a first time guide to getting a vehicle from the 3D program to rFactor. I should be able to export my project from Maya to 3DS and work with the GMT exporter. But I've go no idea from there.

Any help would be greatly appreciated. I'm quite lost to this business. Thanks!
 
You need 3DS Max for GMT exporter to work, or then you can get 3DSimed which probably can do the job as well. But you can't export directly from Maya to rFactor as far as I know.
 
Thanks.

Is there any step by steps for 3D Sim ED?

I've used it abit before, I just need to know the process.
 
Thanks.

Is there any step by steps for 3D Sim ED?

I've used it abit before, I just need to know the process.

I don't have any experience with that software :/ But there are lot of people in these forums that do know.
 
If you are going to model cars (or what ever) for rFactor I would suggest you to use 3ds max for everything. The whole process will go much smoother for sure. But surely theres always 3dsimed and it might be useful for some tasks but I havent never got used to it since plugins for 3ds max are just good enough.
 
You need Autodesk 3ds Max 2010 or Lower. You also might want to have 3d Sim Ed. You need to get the rFactor Plugins for 3ds Max from http://rfactor.net/web/rf1/devcorner/.

Thanks, but I was able to use 3DS Max 2013 and 3D SimEd.

If you are going to model cars (or what ever) for rFactor I would suggest you to use 3ds max for everything. The whole process will go much smoother for sure. But surely theres always 3dsimed and it might be useful for some tasks but I havent never got used to it since plugins for 3ds max are just good enough.

I never really got the hang of 3DS Max, unfortunately. But I was able to hot-swap between 3DS Max and Maya, which made exporting to 3D SimEd a whole lot easier.
 

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