grand theft auto mods and more
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- Posts: 532
- Joined: Fri Oct 29, 2004 2:46 am
Re: grand theft auto mods and more
I haven't posted progress in forever on here. there has been a lot of development but I won't bore you with screenshots cause there's just too much to share.
Here's the basics on where things are at. still trying to get skinners and tech people. still no luck there.
so the mod will be closing out once 9 essentail mods are done. I won't list them here but it's slow going.
that said the current work right now is on the chrysler x chrysler CH with the pontiac bonniville hood and front grille. the hood and grille are done the rest will take time for proper fabrication.
As you know mad max is finally coming out this september 1st and I have my copy already reserved but I hope to eventually get the pc edition as well so that I can rip the assets and make them avilable here for you fans to play in the gta games. the good news is they are HD assets so they'll work on GTA IV as well as the possibility of GTA V. we'll see what can be done with what come september. and hell metal gear solid V is coming to pc. might see about getting our assets into that as well if it is modable. but hell the prologue was modable I think it's only a matter of time. and Kojima said he wanted to do a mad max game. so this could make the old man happy.
Here's the basics on where things are at. still trying to get skinners and tech people. still no luck there.
so the mod will be closing out once 9 essentail mods are done. I won't list them here but it's slow going.
that said the current work right now is on the chrysler x chrysler CH with the pontiac bonniville hood and front grille. the hood and grille are done the rest will take time for proper fabrication.
As you know mad max is finally coming out this september 1st and I have my copy already reserved but I hope to eventually get the pc edition as well so that I can rip the assets and make them avilable here for you fans to play in the gta games. the good news is they are HD assets so they'll work on GTA IV as well as the possibility of GTA V. we'll see what can be done with what come september. and hell metal gear solid V is coming to pc. might see about getting our assets into that as well if it is modable. but hell the prologue was modable I think it's only a matter of time. and Kojima said he wanted to do a mad max game. so this could make the old man happy.
- aussie muscle
- Posts: 969
- Joined: Tue Apr 18, 2006 7:00 am
- Location: Bombala Australia
Re: grand theft auto mods and more
maybe you could post a link, because i couldn't find itlord humungus wrote: look go to the gtaforums for updates I have them up there.
GTA Forums wrote:No results found for 'mad max'.
============
My model Gallery: https://www.flickr.com/photos/87459383@N07/albums
My model Gallery: https://www.flickr.com/photos/87459383@N07/albums
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- Posts: 532
- Joined: Fri Oct 29, 2004 2:46 am
Re: grand theft auto mods and more
aww well it's under "Road Warrior" but here let me grab the url for you.
http://www.gtaforums.com/topic/152461-w ... as/page-33
also I post a little more often at our facebook page found here
https://www.facebook.com/groups/287546918032666/ I may post here cause of issues I don't wish to get into here (network issues not personal) hope this helps.
http://www.gtaforums.com/topic/152461-w ... as/page-33
also I post a little more often at our facebook page found here
https://www.facebook.com/groups/287546918032666/ I may post here cause of issues I don't wish to get into here (network issues not personal) hope this helps.
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Re: grand theft auto mods and more
I shall share photos very soon of the work we are doing now. some of it involved fury road now. back with more soon.
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- Joined: Fri Oct 29, 2004 2:46 am
Re: grand theft auto mods and more
going to bump this topic and what I had recently finished and speak a bit about what I am working on now.
the buggy that gets blown up in the compound at the end is done and in beta:





what's intersting with this model are the details you tend to miss as the buggy goes by. for instance the quiver of arrows tied to one side of the body. or the type of vw engine on display in the back (infact I fixed the tank that connexts to the dual tail pipes since these shots were taken) is hard to pin down and it took an episode of "america pickers" to figure out how the engine hooked up to the tail pipes because the engine doesn't have shots of it's back end that aren't obscurred by motion blur.
one of the few buggies that made it to the end of the movie the ironcross buggy as fans have dubbed it:
Note: yes I have fixed it so that the tail pipe doesn't clip through the back tank fixture.




this was a tough build. I didn't have good shots of it that wheren't blured to a degree either by motion or just not being in focus. I also had lost my link to the photo archives that would allow me to figure out the shape of these vehicles and how they hook up. so I had to do a lot of detective work and guess work to get this finally finished as it is. and it sucks cause I am not totally sure I got the angle of the front end right. but I did my best and it's better then anything I've seen modeled to date.
The Piece de resistance: The Razor Cola from Fury road. this one was requested by our new skinner (whom I'll speak about in a moment) and it was probably the most challenging build to date. I had great refs for most of the modeling but somethings were still guess work. and this is version 1 because I feel that better versions can be made to make for a better more accurate model. such as it is this was the best I could do with what I had. the main body and wheels are by Gnajica the skull was a no author free model the rest of what you see is all my work thanks to some of the guys who built this car.











Often times these builds are hard because you aren't making this for like Pixar. meaning you aren't to make it too high poly and every nut and bolt doesn't have to be made because this isn't made for some movie where if you do lower poly then it becomes apparent to the eye. in games you can do things that in film you couldn't. so knowing when to model something and when the hold back is really really hard. but you work often on instinct and know when you need to push poly and when you need to let the skin do the work.
I feel I walked the line well but as it is the detialing may have to be stripped down so that lower spec systems can handle it. this model above may be what we port to GTA V in the end because of it's level of detail on everything but the body.
speaking of game. someone has stepped up and is working slowly to skin and rig our models for the game. one such person is finish up the no front fender statesmen as we speak. after that they'll work on our model of the razor cola and then move onto things like the gyrocopter which never saw a proper release.
so some models are actually coming to be released for gta SA and I hope soon GTA IV and GTA V.
as to what I am working on right now I am prepping a model to be our mack truck train and tying to work on other models to get them set up for cars from the different areas of the movie.
then there is Mad Max the game which is out on pc next tuesday. that has cars directly made from those of fury road only with small detail left out. we hope to rip and port and fix those small things so that we can have accurate fury road mods coming not long after we figure out how to rip the models.
this should mean more releases coming in shorter time to a gta near you. I hope you all will be excited as I am as I work to push through this mod and get as much mad max models out to you all to play with.
the buggy that gets blown up in the compound at the end is done and in beta:





what's intersting with this model are the details you tend to miss as the buggy goes by. for instance the quiver of arrows tied to one side of the body. or the type of vw engine on display in the back (infact I fixed the tank that connexts to the dual tail pipes since these shots were taken) is hard to pin down and it took an episode of "america pickers" to figure out how the engine hooked up to the tail pipes because the engine doesn't have shots of it's back end that aren't obscurred by motion blur.
one of the few buggies that made it to the end of the movie the ironcross buggy as fans have dubbed it:
Note: yes I have fixed it so that the tail pipe doesn't clip through the back tank fixture.




this was a tough build. I didn't have good shots of it that wheren't blured to a degree either by motion or just not being in focus. I also had lost my link to the photo archives that would allow me to figure out the shape of these vehicles and how they hook up. so I had to do a lot of detective work and guess work to get this finally finished as it is. and it sucks cause I am not totally sure I got the angle of the front end right. but I did my best and it's better then anything I've seen modeled to date.
The Piece de resistance: The Razor Cola from Fury road. this one was requested by our new skinner (whom I'll speak about in a moment) and it was probably the most challenging build to date. I had great refs for most of the modeling but somethings were still guess work. and this is version 1 because I feel that better versions can be made to make for a better more accurate model. such as it is this was the best I could do with what I had. the main body and wheels are by Gnajica the skull was a no author free model the rest of what you see is all my work thanks to some of the guys who built this car.











Often times these builds are hard because you aren't making this for like Pixar. meaning you aren't to make it too high poly and every nut and bolt doesn't have to be made because this isn't made for some movie where if you do lower poly then it becomes apparent to the eye. in games you can do things that in film you couldn't. so knowing when to model something and when the hold back is really really hard. but you work often on instinct and know when you need to push poly and when you need to let the skin do the work.
I feel I walked the line well but as it is the detialing may have to be stripped down so that lower spec systems can handle it. this model above may be what we port to GTA V in the end because of it's level of detail on everything but the body.
speaking of game. someone has stepped up and is working slowly to skin and rig our models for the game. one such person is finish up the no front fender statesmen as we speak. after that they'll work on our model of the razor cola and then move onto things like the gyrocopter which never saw a proper release.
so some models are actually coming to be released for gta SA and I hope soon GTA IV and GTA V.
as to what I am working on right now I am prepping a model to be our mack truck train and tying to work on other models to get them set up for cars from the different areas of the movie.
then there is Mad Max the game which is out on pc next tuesday. that has cars directly made from those of fury road only with small detail left out. we hope to rip and port and fix those small things so that we can have accurate fury road mods coming not long after we figure out how to rip the models.
this should mean more releases coming in shorter time to a gta near you. I hope you all will be excited as I am as I work to push through this mod and get as much mad max models out to you all to play with.
- Mad Max RW
- Posts: 492
- Joined: Tue Dec 10, 2002 1:01 pm
Re: grand theft auto mods and more
Incredible work. Do you by chance own Carmageddon Reincarnation? If you're interested in adding vehicles to the game I have a spare key from their kickstarter and you can have it. I was doing my own stuff last year, but I don't have time to polish it for public release. Getting vehicles into the game is a fairly quick process. I get hung up on the details like splitting parts, suspension, and whatever.
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- Joined: Mon May 04, 2015 7:31 pm
Re: grand theft auto mods and more
Wow, awesome. Nice work.
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- Joined: Fri Oct 29, 2004 2:46 am
Re: grand theft auto mods and more
I don't have Carmegedon Reincarnation but I wanted it so badly. and I also wanted it to get my cars ingame since as you've said it's fairly easy. I know some in the still thriving carmageddon community. so yeah man if you've got a key shoot it my way and hopefully I can port over the work I have done so far.Mad Max RW wrote:Incredible work. Do you by chance own Carmageddon Reincarnation? If you're interested in adding vehicles to the game I have a spare key from their kickstarter and you can have it. I was doing my own stuff last year, but I don't have time to polish it for public release. Getting vehicles into the game is a fairly quick process. I get hung up on the details like splitting parts, suspension, and whatever.
and thanks "The Warrior Max" if you want to see more of the work I've done or have ingame then flip through the old pages before this. cause this is some of my best work by not my only work.
if I can find the right teams I plan to push as many of these cars into other games and hopefully make max something big in gaming. I know of others who made models before me for need for speed and other games and their first steps inspired me. but I hope to do better then those who came before me cause for me detail means everything. I grew up on mad max and I always wanted cars and trucks from the movies. this is my chance to make some of that happen and you mad max gamers have a chance to enjoy it too.
- Mad Max RW
- Posts: 492
- Joined: Tue Dec 10, 2002 1:01 pm
Re: grand theft auto mods and more
lord humungus, check your private messages 

"You wanna get out of here....you talk to me."
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- Joined: Fri Oct 29, 2004 2:46 am
Re: grand theft auto mods and more
big thanks to Mad Max RW for the cd key for Carmageddon:Reincarnation. thanks to their contribution I am going to be adding Carmageddon:Reincarnation to the list of games that my models will be ported too. I will post progress for both games here in this thread. it'll take some time to learn Carmageddon but I won't let Mad Max RW and the greater community down. so just know this is now a multi game mod works. hope you all will enjoy the works coming down the pipeline.