Showing posts with label 2. Show all posts
Showing posts with label 2. Show all posts

Thursday, August 07, 2008

Upcoming release of new car model


My public release for gaming 3d models for the famous relic 4x4 evolution 2 simulation almost coming close counting days before Sunday. The upcoming fame: EXAGE CD 20.0 XL-AM will be release hopefully before Sunday western time. All 5 variant of models will be available for public download. For fans out there line up and ready to download. For SDK (SupermotoXL Developer Kit) models which feature high resolution models/realism details will be available later 1 or 2 days after 4x4evo2 POD format released, So stay tuned at my 3d models/design website.

Thursday, June 05, 2008

Time for TRK coding.


Without wasting any precious time i pulled out my project and start coding and compiling"EXAGE" models and configure the performance script for 4x4evo1/2 pod files. This is light work so should be ok for me as it doesn't stress much on my brain usage compared to 3d modelling work on Z-modeler.

Wednesday, April 30, 2008

Official logo for "EXAGE" signature.


All right i've finalized the looks of logo for my newly designed car. This one suits fine comparred to last night. Today i'm going to assign parts naming for 4x4evo1/evo2 format and create TRK handling and performance file. Planning to release around 6 models variant which include some popular themes from "Duke of Hazard" and 911 police edition. Since yesterday more and more peopl thinking this car looks like Camaro. Hhhmmmm........

Tuesday, April 29, 2008

" EXAGE CD 20.0 XL - AM " model completed!




Allright! i manage to completely finish off the detailed touching on the models itself. The model (EXAGE CD 20.0 XL-AM)"EXAGE CONCEPT DESIGN 20.0 XL-AM" is now ready for compiling and assign parts code to make it works into game such as 4x4evo1/2. I receive lots of comments about this car have looks similar to Concept Camaro but if you look closely on the geometry, wheel base and dimension size its totally different. Overall it has few looks when you look at cetain angle: 70's/80's Toyota Celica GT, Camaro, Barracuda, Saleen and exotics. Still the half "X" trademark of SupermnotoXL remains on the front and rear grill arch. I've already receive advertising space from fans who want publicly custom paintjobs to advertise their team signature and some stuff they want to show off on respective game itself on this car. This will involve lots of paintjobs but worth the effort since they pay the bills, On my side i'm glad those mouse twisting modelling work was all over. Its perfect,

Friday, March 07, 2008

Opps! wheel glitches on Open-GL mode

Oppss, looks like i didn's see this one coming, due to incompatibe spec....there's a glitch detected on some wheelsets attached to these models when runing on various version of 4x4 evo2 program on Open-GL graphic setting:

-(XL-RACING) MAXXIMUS CD 16.6 XL-SE ATX
-(NO LIMIT) ZEN MAXXIMUS CD 17.2 XL-HT

Thanks to the helpful guys at Vales.com an over spec high poly wheels made glitches by making it invisible inside the game on Open-GL mode. Recomended i have to break it to smaller/sectional parts and compile again into more compatible models for 4x4evo 2. For those who downloaded these two off-roader above you might need to re-download again a fix version just to be safe for compatibility reasons. Thanks.

Thursday, March 06, 2008

Public release: ZEN & MAXXIMUS!


Finally the burden is off my back. All 6 newly created models within a month of building have successfully released today and downloadable at my website. Ahhh..i feel relaxed! My mind so crystal clear! I can cool off for a week before i continue with next project.. For you guys out there just get into my websites at:

http://www.geocities.com/SupermotoXL
http://4x4evo.net/smxl
http://www.chimpusmaximus.com/SupermotoXL

and download all six new models for 4x4 evo2/1. I will be also releasing High Resolution Edition of models namely known as SDK (SupermotoXL Developer Kit) for ZEN and MAXXIMUS models.

Yesterday i was a bit dissapointed with the DSL internet connection being slow and tmeout status,...a bit late by a day finally only today i manage to completely updates all 3 websites, upload latest files and news to the public. All the public released, documentation and manual for model package already took a toll on my head, thank god tonight all headaches are gone. All i can think off is play with my PSP or maybe get hooked on my bike mountain biking whole day into the country side. This is great!.. At the same time i should be thinking what models to design. Nah! maybe later......go to go and take a nap...zzz..zzz

Wednesday, February 06, 2008

PART 16: Metal like ducted floor panel

To make the interior looks more attractive and industrial off-roading looks i decided to add extra poly work on floor detail. Hole drilled metal style floor panel. It looks cool!

Tuesday, February 05, 2008

PART 15: The dashboard panels

I made a pretty quick modelling on the essential parts inside the cockpit, mainly are dashboard components made up from basic shapes starting from ovalic surface for dashboards, tubular object for gauge meters, gear sticks, pull type e-brake knobs and etc. Others are foot pedal and rear view mirror. The other detailed will be rendered in texture work.


PART 14: The seat construction

Here's the seat design, i just wanna plain and simple to models and just looks good as stock design seat for a pickup truck style. Hoping this one uses less texture space and looks well rendered on plain DX8 style rendering in games..very at least.


PART 13: Interior walls

Back on my on PC again! This time my i'm free from tooth ache! Thank god and the dentist! I'm woking on making some interior models of the truck. The inner cockpit, i start making wall first. I cut out the exterior door, flipped the suface in and bludge inwards to make a proper hull and interconnect with other walls inside. The panels glass position remains unchanged. The floor and wall will optimised the use of low polycount so that it wouldn't lag much in games.