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W.I.P. Deep Forest GT1 conversion

xXxKOKExXx

Member
Hi all,

Since January i ve been working on this conversion as a practice test to learn how to use blender and kseditor. In fact, i dont know if this thread can be posted because illegal reasons, but i think the bunch of hours i have spent on it (~200) might lower the sentece :ninja: (this mesh has 20 years! all charges have may prescribe XD )

I have Deep Forest and Trial Mountain GT1 road meshes. Without objects, textures etc.. only terrain meshes ( and with glitches to repair..). This has been possible thanks to the genius programmer Leonidas.

I have virtually re-do all the stuff keeping the original shape. Quality is so bad (partly, because to mantain gt1 shape), but its my first try and im learning how to do the things...
About textures, i have mostly use the Great Wall textures ( with owner approval), but i used some from kunos and from others i have been finding. And a bunch of them from free pbr website textures, and I did some by hand too (basic skills at photoshop, but i did).

If you ( admins or gods) think that i have to delete it from here, please dont doubt. My plan is to use the road flow to create all by scratch during this year (or next.. seeing my skills..), trying to reach a mix between gt6 appearance/shape (not quality) and my own style/taste.

Im opened to any advice, truthfully.

Pending things:
- to add more pit lore
- to place more brands advertisments ( assetto´s are provisional, you will see a lot of them bad wrapped)
- yes, grass sucks. I have to think how to fix that crap. How did you spread them without hours to spend on it after?
- minor changes/fixes... and then, trial mountain with the same procedure/looking.












 
Last edited:

Johnr777

Moderator
Hi all,

Since January i ve been working on this conversion as a practice test to learn how to use blender and kseditor. In fact, i dont know if this thread can be posted because illegal reasons, but i think the bunch of hours i have spent on it (~200) might lower the sentece :ninja: (this mesh has 20 years! all charges have may prescribe XD )

I have Deep Forest and Trial Mountain GT1 road meshes. Without objects, textures etc.. only terrain meshes ( and with glitches to repair..). This has been possible thanks to the genius programmer Leonidas.

I have virtually re-do all the stuff keeping the original shape. Quality is so bad (partly, because to mantain gt1 shape), but its my first try and im learning how to do the things...
About textures, i have mostly use the Great Wall textures ( with owner approval), but i used some from kunos and from others i have been finding. And a bunch of them from free pbr website textures, and I did some by hand too (basic skills at photoshop, but i did).

If you ( admins or gods) think that i have to delete it from here, please dont doubt. My plan is to use the road flow to create all by scratch during this year (or next.. seeing my skills..), trying to reach a mix between gt6 appearance/shape (not quality) and my own style/taste. But in the meantime, if you want to race at the original psx Deep Forest, you can taste this up to date "beta k" version.

14 pits, normal&reverse, no cameras. Separate physical road mesh.

Im opened to any advice, truthfully.

Pending things:
- to add more pit lore
- to place more brands advertisments ( assetto´s are provisional, you will see a lot of them bad wrapped)
- yes, grass sucks. I have to think how to fix that crap. How did you spread them without hours to spend on it after?
- minor changes/fixes... and then, trial mountain with the same procedure/looking.












I removed the link, 20 year old mesh or not, it still breaks this forums’ rules.

You mentioned the plan to use it as a base for your own scratch built mesh, and that’s a really cool idea. So why not attempt that?

A lot of tutorials and guides here, not to mention people that like to help. :)
 

xXxKOKExXx

Member
I removed the link, 20 year old mesh or not, it still breaks this forums’ rules.

You mentioned the plan to use it as a base for your own scratch built mesh, and that’s a really cool idea. So why not attempt that?

A lot of tutorials and guides here, not to mention people that like to help. :)
Hi Johnr777, thx for your reply.

i asked Luchian some weeks ago my plan to create this topic (including my doubts about if in despite of the lot of things i redo, it would be still illegal). He told me "I personally do not have time now to check it out (my main PC is still in the boxes) but the active guys around will pick up and signal if something is "too fishy" :)." I thought only Luchian was the admin here.

So, dont mind, people talked. See you in next months ;)

-----

By the way, seeing your profile image. It is a mazdaspeed 3 gen2?
 
Last edited:

Johnr777

Moderator
Hi Johnr777, thx for your reply.

i asked Luchian some weeks ago my plan to create this topic (including my doubts about if in despite of the lot of things i redo, it would be still illegal). He told me "I personally do not have time now to check it out (my main PC is still in the boxes) but the active guys around will pick up and signal if something is "too fishy" :)." I thought only Luchian was the admin here.

So, dont mind, people talked. See you in next months ;)

-----

By the way, seeing your profile image. It is a mazdaspeed 3 gen2?
I help Luchian out whenever I can :)

Dont think its fishy, as long as all Gran Turismo meshes are out, could be an interesting project!

Yeah, gen2, loved that thing but had to let it go
 

xXxKOKExXx

Member
I help Luchian out whenever I can :)

Dont think its fishy, as long as all Gran Turismo meshes are out, could be an interesting project!

Yeah, gen2, loved that thing but had to let it go
Yes, mazdaspeed rules. I have a red gen1. In this case, europe, its called "mps", but its the same. Powerful powertrain, ah? so sleeper.

Returning to blender questions. Im having troubles with smoothing curves/turns (or whatever is named in english) . Do you know any method to subdivide a lowpoly curve/turn and get actually smoothed? yes, if i use simple subdivision i have a high poly turn, but with the same lowpoly shape. I tried differents modifiers and tools but all keep the lowpoly shape. Im stuck here..
 
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