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.CSB

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.CSB last won the day on September 8

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About .CSB

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  • Birthday 09/20/1990

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  1. Updated to 1.1 (added livery textures and visual spec data). Please, redownload.
  2. Unfortunately, the game does not provide animatable parts (doors, hood and trunk) for Bugatti La Voiture Noire.
  3. Version 1.0

    154 downloads

    RELEASE Includes original version (model: FBX | textures: composite, PNG) Includes modified version (model: MAX16, FBX, OBJ | textures: PNG) MODIFIED VERSION Separated textures (diffuse, reflection, glossiness and opacity maps are separated) Material maps mapped with relative paths to textures (/maps/*.png) Ready for PBR material rendering
  4. How do you modify the models?
    1. .CSB

       .CSB

      Hey, even if it's called "modified" version there are no modifications performed on models or the textures. The correct word for it is more like "prepared" or "things you would need to do anyway performed". Download and compare the versions to see the difference. 

    2. InfernusAstral

      InfernusAstral

      What I'm talking about is that how can I make the model not look white and green and make it look like in csr2, I know the differences but it is that I download the rx7 of rocket bunny from csr2 but when I import it to roblox I don't know If it was a problem due to the chassis or the meshes but the front part only gave a 360 degree turn and it was impossible to turn the car and I did the tests with a dodge demon that you published, everything was correct but with the rx7, well here in the end I don't know what to keep writing, but I don't know if you understand me
      
  5. Version 1.1

    140 downloads

    Lamborghini Centenario 2017 ABOUT Includes original models in FBX and textures in PNG Includes modified version models in MAX16, FBX and OBJ format with modified textures in PNG format Highly detailed 3D model: Interior, Engine, Door sills, Trunk, the reverse side of the trunk, hood MODIFIED VERSION Original smoothing and normals for base and detached parts Properly detached, scaled and positioned wheels Properly detached, scaled and positioned calipers Detached interior emissive elements into separated object InteriorEmissive Separated and modified textures to PBR format Textured using relative maps (/maps) NEW Includes car visual data (calipers data, car paints data, interiors data, liveries data, wheels data, specs data) in JSON format Modified version mapping Calipers [1] Color [2] Textured [3] Badge Engine [1] Default [2] Default (opacity) Glass [1] Clear glass [2] Red glass [3] Amber glass [4] Window glass [5] Window glass (dark) Interior [1] Default [2] Default (opacity) [3] Color 1 [4] Color 1 (opacity) [5] Color 2 [6] Color 2 (opacity) InteriorEmissive [1] Default (UV2) / overlays Interior Light [1] Default / LightEmissive (UV2) overlays Light Wheels [1] Default [2] Tire [3] Rotor
  6. Do you mean in renders? Can you be more specific I'm confused. If the car has bonnet (contains Open/Close animation) then it's detached otherwise not because the game does not support it. There are some car models without engines, trunks even if in reality they obviously have one. Some older releases of modified+ versions may be not properly performed however - beginnings are not easy .
  7. UPDATE Ferrari SF90 Stradale 2020 - updated to modified+ version
  8. Moving the channel to make them "showing" will not help at all. Please, consider learning about using UV channels because the "problem" is not caused by the model release. Okay, let me demonstrate situation you want to do vs. the situation I want you to do. This is the result: Will you guess which side is my situation? Of course. And I do not use Cinema. This is my last reply, use PM.
  9. Hmm no? Separate UV channels are used to provide different mapping layouts for the same object. If you compare Light_diff and Light_emissive you will notice significant mapping difference. You can actually "move" channel mapping from UV2 to UV1 to see "correct" emissive mapping, but the the original mapping will be lost (if not moved to another channel) and I see no reason why you or me would ever do that. EDIT: I forgot to mention that LightEmissive material overlays the Light material and does not replaces it.
  10. Hello, emissive maps are mapped correctly on the model as you can see on my preview renders. The reason why it is "poorly mapped" in your case is because both Interior and Light emissive textures use UV channel 2 as the documentation in "Details" tab says: Please, next time read the description or PM me for details before down-voting anything. Thank you.
  11. This is how the assets are exported from the game. Nothing I can do from my position. If you know solution, I would like to hear.
  12. Exactly. I do modified+ version based on donations to PayPal.me/csbmods, that's the reason it says "Support creation and expansion of modified and modified+ versions" Producing modified+ version consumes MUCH MUCH more time than modified version, so that's the reason why modified+ version releases are rare. UPDATE Mercedes AMG GT Black Series 2020 - updated to modified+ version Hope you like!
  13. Version 1.0

    235 downloads

    RELEASE Includes original version (model: FBX | textures: composite, PNG) Includes modified version (model: MAX16, FBX, OBJ | textures: PNG) MODIFIED VERSION Separated textures (diffuse, reflection, glossiness and opacity maps are separated) Material maps mapped with relative paths to textures (/maps/*.png) Ready for PBR material rendering
  14. Version 1.0

    193 downloads

    Dodge Challenger SRT Demon 2018 ABOUT Includes original models in FBX and textures in PNG Includes modified version models in MAX16, FBX and OBJ format with modified textures in PNG format Highly detailed 3D model: Interior, Engine, Door sills, Trunk, the reverse side of the trunk, hood MODIFIED VERSION Original smoothing and normals for base and detached parts Properly detached, scaled and positioned wheels Properly detached, scaled and positioned calipers Detached interior emissive elements into separated object InteriorEmissive Separated and modified textures to PBR format Textured using relative maps (/maps) NEW Includes car visual data (calipers data, car paints data, interiors data, liveries data, wheels data, specs data) in JSON format Modified version mapping Calipers [1] Color [2] Textured [3] Badge Engine [1] Default [2] Default (opacity) Glass [1] Clear glass [2] Red glass [3] Amber glass [4] Window glass [5] Window glass (dark) Interior [1] Default [2] Default (opacity) [3] Color 1 [4] Color 1 (opacity) [5] Color 2 [6] Color 2 (opacity) InteriorEmissive [1] Default (UV2) / overlays Interior Light [1] Default / LightEmissive (UV2) overlays Light Wheels [1] Default [2] Tire [3] Rotor
  15. Sorry, I'm using car names extracted from game localisation dictionary (EN). If more of them are causing problems, please, PM me I'll correct the names. Thanks. EDIT: I've updated Sian name, but the link seems to be the same except the á. %C2%A0 is caused by apostrophe before year - '21. UPDATE You may have noticed that I've uploaded most of the new models from 2.15 update. Hope you like! Also I've noticed, that the Porsche 911 Turbo S 2021 has the most downloads so I decided to update it to modified+ version. Besides standard modified+ version, I've added alternative wheel which comes from different model (the prize car) [see new preview renders or the one below]. I've named it Wheel3A. Then I've added the unique specification from prize car (Porsche Gentian Blue car paint and 2021 Porsche Turbo S wheels) to JSON data as well. Summary Porsche 911 Turbo S (992) '21 - updated to modified+ version + added wheel from alternative prize car (Turbo S Wheels from 2021 model) . Uploaded.
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