Wednesday, June 22, 2011

How to Paint Dirt 3 Liverys - Video Tutorial Series

This is  a 3 part series on how to paint custom liverys ( skins ) for Dirt 3 , you will need to have photoshop with the Nvidia DDS plugins http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop and the Ryder PSSG Editor 1.7.2 http://petar.outer-heaven.net/downloads/

Each of the dds need to be saved a particular way and they are as follows

cabin.tga.dds - DXT1, ARGB, 4 bpp, 1 bit alpha
glass.tga.dds - DXT5, ARGB, 8 bpp, interpolated alpha
glass_dm.tga.dds - DXT5, ARGB, 8 bpp, interpolated alpha
lights.tga.dds - DXT5, ARGB, 8 bpp, interpolated alpha
lights_dm.tga.dds - DXT5, ARGB, 8 bpp, interpolated alpha
lights_nm_sp.tga.dds - DXT5, ARGB, 8 bpp, interpolated alpha
lights_on.tga.dds - DXT1, ARGB, 4 bpp, 1 bit alpha
main.tga.dds - DXT1, ARGB, 4 bpp, 1 bit alpha
main_nm.tga.dds - DXT5, ARGB, 8 bpp, interpolated alpha
specocc.tga.dds - DXT5, ARGB, 8 bpp, interpolated alpha
wheel.tga.dds - DXT5, ARGB, 8 bpp, interpolated alpha
wheel_nm.tga.dds - DXT5, ARGB, 8 bpp, interpolated alpha

I hope this series of tutorials wil help those of you who want to paint a custom dirt 3 livery










Friday, June 10, 2011

Dirt 3 Skins

I decided to paint a skin for Dirt , Here is My Renault Alpine





If you would like a custom skin for Dirt 3 for your favourite car, please visit www.eastwestextreme.com, for a small site donation, one of our texture artists will gladly paint a skin for you

Wednesday, June 1, 2011

DIRT 3 Escort

Here is a screenie of the new DLC Ford Escort for Dirt 3, they have changed it heaps since Dirt 2 its an absolute beast now




Friday, April 29, 2011

Still here.. just working on another project

I am still about the place and this mod will happen, its just now I am at the satge where i dont want to go any further without knowing the changes in rfactor 2, and i really dont want to waste my time on bringing it out for rf1.

I am also working on another project atm, which has been taking up most of my time, I just hope rfactor 2 gets released soon so i can complete this mod




Sunday, March 20, 2011

Ewor 2011 progress -Bowler Nemesis WIP Body 5

Here you go peoples the model is now mapped and I have a basic version of in game ( just to check polys at this stage ).

The poly errors you see above have since been fixed.

The images below are just some quick renders with a test texture after the body was mapped




As you can see its starting to get there , still a long way to go till its running on a track but at least its starting to look it should. I know all of you who paint skins will be looking forward to painting this one.

Will post more eyecandy soon..  next is the suspension and the wheels so i can at least drive it LOL



Saturday, March 19, 2011

Ewor 2011 progress -Bowler Nemesis WIP Body 4

I have done a bit more work to the model now and have nearly completed the base model, in the images below you will now see what will be the damage parts for the car, the part of the model that is blue will be the main body and the chassis parts which are grey atm are also part of that. All the other colours will be debris items. in the 2nd and 3rd images you can see sort of what the vehicle will look like once these pieces are detached.




The next step is to get the model into rfactor to see what it does to the polys before I go any further as some of you may already know rfactor sometimes does terrible things to polys and what looks like a great model in a modeling application looks like a giant marshmellow in rfactor. I will post some spinner screen shots once i have it in game, fingers crossed it still looks as good as it does now.

Ewor 2011 progress -Bowler Nemesis WIP Body 3

I have done a little bit more to the body, As you can see I have now added the doors as seperate pieces and have added the door jams



next is the inner guards and underbody panels, and the rest of the inner body panels at the rear of the car, then comes the big job off modeling the suspension, which is always a chore as rfactors vertex bending is crappy and it does horrible things to polys. hope you like how its turning out I will be posting more wip images soon

Friday, March 18, 2011

Ewor 2011 progress -Bowler Nemesis WIP Body 2

As promised I am uploading some more WIP images, I have now added the front bumper and have also added the tailgate section. As you can see from the images both the bonnet and tailagte sections are seperate pieces and thus will both be able to break of as damage.


next on the list it to start the underbody panels, and the inner body panels in the cockpit, so the doors can also become seperate pieces. Hopefully if all goes well I should be able to get that done today.

Ewor 2011 progress -Bowler Nemesis WIP Body

Just thought I would add some early test renders of the body, to show youall how the model is progressing, so far I have spent 4 days on the body and I am not even close to being done, poly count is about 7k polys total ( including the cockpit, so i still have plenty of room to add even more detail.
I will be adding some more images soon as I hope to get a lot more of this model completed over the next couple of days.  Please feel free to comment and let me know what you think

Monday, March 14, 2011

F1 2010 + Softh

Since I was mucking about with SoftTH I thought I may as well see what other games the new version works with. It never used to work with F1 2010, But it does now.. the game is way way more addictive in Tri Screen, the sense of speed is just awesome, and the FPS is still good as well.

Here are a couple of screen shots from the Melbourne GP track, which is one of my favorites :)





Dirt 2 + Softh

I decided I needed to drive again, so I found a tranformer that would work with my wheel ( as mine had died ) and fired up dirt 2, since i have the Tri screens setup, I decided to see if I could get the new version of SoftTH to work with Dirt 2 as it was a pain in the ass to get working before.

 The new version of SoftTH ( SoftTH204alpha) works like a charm no more pissing about with configs as it configs its self when you start the exe. Below are some screenies from Dirt 2.






The new version also has was better performance, frame rates have increased massivly, with the older versions i used to get 30 fps max in Dirt 2 when running SoftTH now i get over 80fps , which is a huge boost

Ewor 2011 progress -Bowler Nemesis WIP

Since I have not uploaded any eyecnady for awile now, I decided to post some early test renders of the current car that I am working on which is a Bowler Nemesis. The model that you can see in the images below is just the basic chassis, there is a lot more detail to go on it yet, at the moment its just over 1800 polygons, so i have a fair few still to play with. All the models for this version of EWOR are going to have very complex damage, I am trying to make the damage as it would be in real life, so bits of body work etc will be able to break off from all over the place. One other thing to note is that with this release of the mod all vehicles will have both a left and right hand drive option, with the exception of the single seaters.

Please check back soon as I will be posting a bit more eyecandy over the next few days, not only of this vehicle but the others as well.


Sunday, March 13, 2011

Ewor 2011 progress -Update

Just thought I would make a post to let you all know how the mod is going.

I have completed 90% of the models now and they are currently in the UV mapping stage which is taking some time as they are a bit more complex than before. As for the release date of the mod, well thats kinda unkown atm as I dont know how or what I have to do in regards to the suspension in regards to rfactor 2 so I will just contiue to get them all ready to a stage where i just have to complete the suspension models then dump them into rfaco once its released. I did think about making this mod for the current version of rfactor but that would just mean I would have to redo it all again when rfactor 2 is released which would kinda be a waste of time.

So far I have completed the following.

2 x super buggys, 3 x class 1 buggys, 2 x 4x4 (Toyota  Land Cruiser 60 series, Nissan GQ  Patrol)

and I am currenty working on a Bowler Nemisis and a VW Touareg.

Once the models are ammped I will post up some renders so you all can see them.

 I just hope that the new version or rfactor has a better way for the suspension to bend other than the current vertex bending as that kinda limits the way the suspension can be modeled as the vertex bending

more updates soon









Tuesday, February 1, 2011

Things are kinda slow atm

I am currently unable to work on the mod do to a video card failure,and due to a lack of funds I am unsure as to when I will be able to re start work on it, hopefully it is soon

Wednesday, January 19, 2011

Ewor 2011 progress -Physics

I have been working on the physics a fair bit over the last week, hence there are no images atm, for those of you who have not worked on mods for racing games/sims the process of getting the physics correct and feeling right takes many many hours. What I am trying to achieve this time is a better handling suspension model that will respond like a real buggy would under power. One of the hardest things to get right is the droop or sag in the rear end when you stand on the accelerator pedal and the the drop in the front end when you apply the brake, as well as allowing for the body roll and the huge amounts travel needed for the bumpy sections of track, and of course the jumps, trying to get all these factors working together and still make the buggy drivable has been a tedious task. In saying that I think I have finally come up with a base physics model that I am happy with, so now comes the fun part of getting the physics matched up to the 3d model and get it working in game.

I should have some in game pics soon as well as some more wip images of the models in the next few days

Wednesday, January 12, 2011

Ewor 2011 progress part 3

Im sorry there has not been any updates, and eye candy in the last few days. I have been working on the mod, but its just some small changes and me setting up the file structure, as well as getting sounds and phyics working so i can start getting the cars in rfactor 1. I should have some more eyecandy for you all in the next couple of days as the cars will be having the uv mapping done, so then you will start to see what the new models will look like in game rather than just being big grey models. Uv mapping is the process of getting the models ready to recieve their textures and liveries. so please keep checking back

Friday, January 7, 2011

FBMW Livery for GTR Evolution

Here is a livery that I painted some time ago for the Formula BMW mod for GTR Evolution, I never ended up using it


Car List for the EWOR 2011 mod

I have been thinking about what to add to the list of cars and have decided on the following so far:-

  1. Super Buggy(rebuild)  single seater
  2. Class 1 Buggy(rebuild) 2 seater
  3. Baja Bug (new) 2 versions, 1 x 1650cc 1 x v8 powered
  4.  Mini Buggy(new) 1300cc motorbike engine powered single seater


Some of the Dakar type vehicles may also be added like the Kamaz and MAN trucks like the one in the image below

and I will also be adding if time permits some more suprizes, at this stage though I dont think I will be adding the cars as I seem to have created my self a very big workload as it is

EWOR Liveries

Here are the liveries that I painted for the EWOR Evoltuion mod for rafctor

Offroad Buggy Resources

Here are a few images of some offroad buggys that I am using as reference images

The buggy model I am working on atm is a single seater, but I will be doing a 2 seater like the ones in the images above for the mod this time as well. I love offroad racing and have done for many years, its just a shame that its so expensive to get started in the sport, as I would be racing them if I could

Thursday, January 6, 2011

EWOR 2011 super buggy progress part 2

As I stated before I am working on the bar work and suspension on the super buggy, here I have added the front bush bar and some more supports for the suspension


and the steering assembly is now also going in, as you can see I am texturing as i go, even though this takes longer to do it makes it easier in the long run especially when getting the car into game


The textures are not the final ones :), just a qucik temp texture so i can see whats going on

EWOR 2011 super buggy progress

Today I am working on the front suspension and the front end detail of the super buggy so there will be a few images coming up during the day. Here is what the buggy frame looks like now, as you can se I have added some nudge bars on the side and have begun to model the frame work at the front to hold the suspension and shocks