Hey, happy new year, guys! So I was inactive for a while, then managed to finish the TT for Midtown Madness 2. If I have time, I'll try converting it to HS or Porsche. Meanwhile a month ago I started another car. Needs just a seat and a rear view mirror modeled. And possibly damage model.
(https://i.imgur.com/jbUAc48.png)(https://i.imgur.com/Xlqr6dE.png)
(https://i.imgur.com/hjryoXf.jpeg)(https://i.imgur.com/cl5tjuq.jpeg)
(https://i.imgur.com/F5ZY40N.jpeg)(https://i.imgur.com/LZZ6Rq9.jpeg)
(https://i.imgur.com/D01Cn30.jpeg)(https://i.imgur.com/xnbuask.jpeg)
(https://i.imgur.com/m8WjALw.jpeg)(https://i.imgur.com/AiTsToG.jpeg)
(https://i.imgur.com/ULbj9WQ.jpeg)(https://i.imgur.com/akjBH5r.jpeg)
(https://i.imgur.com/y4bTfnh.jpeg)(https://i.imgur.com/VXlwYDH.jpeg)
(https://i.imgur.com/efWRhWS.jpeg)
I think NFS High Stakes would be a good fit for this beauty.
Oh wow! It looks really good. Does it only have 3.126 polygons? For this, it looks really great. Would fit perfect in High Stakes. Especially matching with AJ's JDM conversions
Searching for suitable photos for textures took me quite some time. It's almost finished. The central console needs fixing:
(https://i.imgur.com/wBOktqE.jpeg)(https://i.imgur.com/Kvvp1DK.jpeg)
Wow. Is that a racing Yaris?
Yeah, now zoomed the pic and read the name👍🏁
Cool project. Car looks good!! 8)
Dayum!! The interior looks so good that you can even use it as a dash.fce
hey! really nice model! i love the amount of detail:D if you have any questions regarding nfs porsche, please write me:)
Finally finished. Now to make 2-3 more paintjobs and damage textures. And some converting.
I might have some questions about porting to NFS, haven't done it in more than 15 years, maybe more.
(https://i.imgur.com/zrovJN6.jpeg) (https://i.imgur.com/rN4kewW.jpeg)
(https://i.imgur.com/OMIbOlt.jpeg) (https://i.imgur.com/F5LbgTd.jpeg)
(https://i.imgur.com/N9QAw9O.jpeg) (https://i.imgur.com/UF9ujhG.jpeg)
It looks soo good. You've made cars for the early NFS series?
It does indeed look very good! 8)
...I am just not sure for what game it is meant for.
With more that 13.000 polygons and textures that hardly fit on one 256x256-pixel texmap it simply does not work with NFS 1-5... but it is a little too lowpoly for being an addon for NFS Most Wanted and everything after that... So what do you want to do with this car?!? NFS6 maybe?
I have some cars for NFS III and Porsche.
I'll make LOD models to bring it under 10 000. NFS PU handles such a polycount I think. And multiple textures. But the textures are separate, front, back, sides and interior. Will think of a way to optimize them.
That's not good, that's seriously very good. An highly accurate model.
The easiest way to reduce polycount is to simplify rims.
Quote from: Jaguara on Jan 25, 2026, 9:31 PMI have some cars for NFS III and Porsche.
I'll make LOD models to bring it under 10 000. NFS PU handles such a polycount I think. And multiple textures. But the textures are separate, front, back, sides and interior. Will think of a way to optimize them.
Cool. Show us smth modern)
Here are the low poly wheels, could go down a little bit more.
(https://i.imgur.com/avpReld.jpeg)
Will think of a way to cram the textures into one.
You can find my previous conversions in the backup site: nfs-cars.com
Quote from: Jaguara on Jan 27, 2026, 7:10 AMHere are the low poly wheels, could go down a little bit more.
(https://i.imgur.com/avpReld.jpeg)
Will think of a way to cram the textures into one.
You can find my previous conversions in the backup site: nfs-cars.com
I can't find anything on nfs-cars.com about your name. Why do you want to crop the rims? As far as i'm concerned, the whole car only has about 7000 polygons right? This would fit perfect for nfs4 at least. But i also think that this polycount works for nfs3. You only have to be careful which 3D renderer you use
unfortunately it already had almost 14.000 polys on this picture:
https://imgur.com/efWRhWS
...and it was still missing the seats and some more detail. I am afraid that giving it some ugly 2d rims is not enough to bring it to older nfs games. :/
The 2D rims with alpha channel would fit into the style of NFS 3 and 4. They also support 10k-11k poly cars if I remember correctly, well not in full grid maybe. I'll cut down the poligones and compromise on details.
Quote from: Cooya! on Jan 27, 2026, 8:53 AMunfortunately it already had almost 14.000 polys on this picture:
https://imgur.com/efWRhWS
...and it was still missing the seats and some more detail. I am afraid that giving it some ugly 2d rims is not enough to bring it to older nfs games. :/
I'm a little bit confused. If "faces" are not polygons, what is it then? Because in Zanoza Modeler 1.07b faces are polygons. And yes the polycount should not exceed about 13.000 polygons, else the game would start lagging on a full grid race
Quote from: Jaguara on Jan 27, 2026, 1:21 PMThe 2D rims with alpha channel would fit into the style of NFS 3 and 4. They also support 10k-11k poly cars if I remember correctly, well not in full grid maybe. I'll cut down the poligones and compromise on details.
There's even 1 truck from baardk which exceeds the 20k polygons, but it will cause your game to lag. Best maximum limit is about 15.000 or even lower. People who are using bad renderers can't even stand a chance with a polygon count of 8.000 or higher
Quote from: pete9516 on Jan 27, 2026, 1:24 PMQuote from: Cooya! on Jan 27, 2026, 8:53 AMunfortunately it already had almost 14.000 polys on this picture:
https://imgur.com/efWRhWS
...and it was still missing the seats and some more detail. I am afraid that giving it some ugly 2d rims is not enough to bring it to older nfs games. :/
I'm a little bit confused. If "faces" are not polygons, what is it then? Because in Zanoza Modeler 1.07b faces are polygons. And yes the polycount should not exceed about 13.000 polygons, else the game would start lagging on a full grid race
Blender uses both quad (faces) and triangular (tris) polygons.
in ZMod every polygon is a triangle and therefore a face = tris. That is how the NFS4-engine works aswell..
in Blender the counted polygons (faces) are normally a square and the program automatically breaks every square into 2 triangles that's why the the tris-count is pretty much double the count of the faces. Unfortunately for NFS4 everything counts in tris.
Putting on these 2d rims to save some polies will not work this way I am afraid... if you work with alpha channels to simulate empty spaces between the spokes it will look very (!) rugged as you have to fit ALL (!!!) textures used for the whole car - including interior, undercarriage, rims, etc.. - ever texture you use... on 1 (ONE!!!) 256x256 texmap. You can use a 512x512 texmap aswell but since the VEG-patch will probably never get finished the game will automatically shrink the texture down to 256x256 and that does always look worse than using 256 from the start. The car relies much to much on beautiful textures to ever look good in NFS4 and it is never a good idea to save polies where you see it all the time like on the rims. delete some almost invisible interior details instead.
To reduce the size of these rims will pay off. You can make decent 3D wheels with 300 triangles.
Without seeing the internal mesh, it's difficult to know what can be saved in the :OC part, but in my experience, going below 8000 triangles seems perfectly feasible without a significant loss of quality.
Alternatively, to save a lot of space on textures, the two-pixel color gradient technique (thank you Madman) can save a significant amount of space.
See Matra p29 concept.
I simplified the sidewall. Will replace the modeled bolts with texture and will cut some poly strips on the body where I went a bit overboard with.
Thank you for your feedback, all.