Need for Speed Projects

Ford focus mk1 pack in one mod ( standalone rs version per request)

Ford focus mk1 pack in one mod (+standalone rs version per request)

ford focus rs1 mk1 (from gt6/gt4 as simple model) with some interior parts from nlg's svt version/nfsug2 zx1/j2 svt for nfsmw (this mod was requested by Caymax roughly 12+1 years ago Facepalm emoji ) 
+nfsu2 kits planned

"(coming soon might release it befor 1st march or if cant ill try relase after 4th april) "

1 year ago


Additional Screenshots


Changelog

Update #10 - 7 months ago

-re-proption-ed the whole model to j2 svt proprotions (i assumed its the most accurate video game focus mk1 3d model)
-added 5door version
-added an roof option of de-slopey-ed rear (for an oem van conept inspired roof options) (between u2 widebody and 5door screenshot)
-added zx1 base trim from nfsu1
-add 1 nfsu2 widebody
-added j2 interior but reduced polygon by decimate/planar "worked surprisingly well"
-the rs bumper will be redone with photomatching help
-added fm3 lighs (but heavily re-proportioned)
-fixed many major/minor bugs but STILL too many of them to fix
-many bodykits planned (including some nfsu1 kits)

-temporarly slightly upscaled polygons of the the car BUT
the upscaling to nfsmw standard will be the (just-before) the last step (uv map all body parts to vinyls) (geometry.bin wise)


-i will put the project on hold for 1 month and few days for vacation => i need to stop being lazy espcially caymax must be bored of waiting me

question= are the lastest forza horizon before fh6 have the focus rs mk1 has fixed proportion (i will NOT use the model EXCEPT as blueprint for rs bumpers)?

Update #9 - 2 years ago

some progress done:
-attached door plastic thing from nlg's svt to gt6 rs using shrinkwrap modifier
-reworked front bumper (eyeball modeling NO photomatching)
-improved topology of front bumpers (fighting with sharp edges a lot)
2 questions to ask:
1-is there a way to make it better topology without increasing too much polygons rn (coz i want to do upscale model at very last step with uv mapping to vinyls ==better workflow/ease for me at least) ? if yes draw me the topology with some tips
2-is adding doorlines to front bumper in unusual zone (doorline is in cyan) good idea or have to mess the bumper more for extrusion like in irl picture [IMG]https://www.evoke-classics.com/wp-content/uploads/2024/05/Focus-RS-7-scaled.jpg[/IMG]

Update #8 - 2 years ago

-succefully fixing mys-typing the lazy way

Update #7 - 2 years ago

-mys-typing>

Update #6 - 2 years ago

-just some minor desicription change-

Update #5 - 2 years ago

reworked rear bumper a bit
-forgot to tell ill use svt side impact beading as RS one's
-preped front bumper to be a bit mote detailed

Update #4 - 2 years ago

NEWS:
never mind the vacation since its CANCELED == i can work on this little rocket again BUT still dont expect much in this month coz still have duties

Update #3 - 2 years ago

-forgot screenshots of before/after or its just website lag (i think ive already uploaded)
-if its has duplicate screenshot == it might be website or my internet bugged (sry for that)

Update #2 - 2 years ago

ford focus rs mk1 UPDATE: i ve refined the topology a bit better + made rear more accurate (AFTER is on Left +BEFORE is on right)
any tips ?

PS (i have no plans to make it mid poly like vanilla cars but AS long AS it looks as good quality as vanilla car = thats ok for me as its save humongus amount of time for other car mods or time for irl duties or my sanity)

to do list:
-fix interior (using top of gt6 +rest of fm3 svt with retexturing to rs + maybe u2 zxt underdoors )
-textures assigning +converting
-compile the model
-proper (5 or 6 speed performance)
-fixing bugs
-release

Update #1 - 2 years ago

-assigned some materials
-found nice rs interior phots for texturing fm4 svt interior

Visitor Comments

  • TFK640 - 2 years ago
    User Date
    Liked

    im newbie to website (tho this is old account and didnt know about screenshots  pending thing) 

    -if it has duplicate screenshots ill delete them

    EDIT: never mind they are disapproved (thanks staff)


    Reply
    edited by TFK640 2 years ago
  • RandomDude17 - 2 years ago
    User Date
    Opex Rah2 years ago
    TFK6402 years ago
    Liked

    I recommend trying to upscale the body because judging from the screenshots it's very low poly and it will show in the game.

    Since you're using blender, there are a few methods to do it:

    Either you can use subdivision surface modifier (make sure to mark sharp edges with "Edge Crease" value to 1, so it won't be just fluffy) or you can turn triangles to quads manually and add loop cuts. Each method is time-consuming but worth it if you want to really up your model.

    Reply
    • Opex Rah - 2 years ago
      User Date
      TFK6402 years ago
      Liked
      ^^^
      Reply
  • TFK640 - 2 years ago
    User Date
    RandomDude172 years ago
    Liked
    thanks for advice (i will try both) 
    Reply

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