Nissan Gtr

by inlite in Models


Nissan GTR Usage


 

Naming:

The naming system of this product is done to keep things organized and easy to find. All objects carry the prefix NIS so that you can append the car into a new .blend file and it reduces the chances of being renamed because of a duplicate object (unless of course you have 2 of these in your scene). If the names are capitalized then it's not part of the car's design but rather a control.

The Controls:

Some controls of this vehicle can be found in an exceptionally bright purple. Don't worry, these controls are set to invisible so they don't render and they don't affect the environment (shadows,reflections...) If you use the Outliner to select them they are written in CAPS to make them easy to find.

Master Parent (the object that moves the entire car) appears as a location pin similar to navigation websites. This pin is located toward the rear of the car because the pivot of a car is at this point. Use this object if you wish to change the size and position of the car

Wheels controls all 4 tyres and appears as a cart wheel. This object is located above the car and turns all the wheels. The location of this object doesn't really matter so it's safe to move it around if it gets in the way

Wheels Turn controls the front wheels. It appears as 2 revolving arrows also known as the refresh symbol

Base is the actually body of the car and most of the parts are parented to it. It's separated from the wheels so that it can tilt if need be. This is especially useful for those times when a character gets in the car and its body jiggles a little. To do this, rotate it on the Y axis.

Other moveable parts can be directly manipulated by rotating that part of the car. Items such as:

  • Hood (X axis)
  • Boot (X axis)
  • Steering Wheel Base (X axis or grab it to move it forward)
  • Steering Wheel (Y local axis- press Y twice)
  • Start button cover (X axis)
  • Indicators (Y local axis- press Y twice)
  • Pedals (X axis)
  • Glove compartment (X axis)
  • Rearview mirror (trackball rotation- press R twice)

Layer Layout

This product uses the first 5 layers

  • Layer 1- Exterior body
  • Layer 2- Exterior body moveable parts
  • Layer 3 Interior moveable parts
  • Layer 4 Master controls
  • Layer 5 Infinity curve with a few light emitting planes and a cameraIf the parent-child lines are annoying you can turn them off without affecting the setup by pressing N in the 3d view and then scroll down to the "Display" section and uncheck the box labelled "Relationship Lines"There are 2 versions of some of the textures depending on the resolution you require. By default the lower resolution images are placed on the vehicle but if you require close ups or high resolution renders then you may switch it out with the provided images suffixed with “HR” (High Resolution). Note that these textures go as high as 8000px so it will require a lot of memory!If you don’t like the dark tint on your render be sure to switch the colour management setting from “Film” to “Default” found in the “Scene” tab in the Properties window
  • The texture on the exterior of the car runs through a ‘multiply’ colour node so it allows you to change the colour of the car without affecting the texture. So feel free to change the body colour!
  • Because the entire exterior of the car is UV unwrapped, the model’s subsurf division had to be applied so you can’t turn it off for distant shots where less geometry is needed.

Additional Notes

If the parent-child lines are annoying you can turn them off without affecting the setup by pressing N in the 3d view and then scroll down to the "Display" section and uncheck the box labelled "Relationship Lines"

Because the entire exterior of the car is UV unwrapped, the model’s subsurf division had to be applied so you can’t turn it off for distant shots where less geometry is needed.

There are 2 versions of some of the textures depending on the resolution you require. By default the lower resolution images are placed on the vehicle but if you require close ups or high resolution renders then you may switch it out with the provided images suffixed with “HR” (High Resolution). Note that these textures go as high as 8000px so it will require a lot of memory!

The texture on the exterior of the car runs through a ‘multiply’ colour node so it allows you to change the colour of the car without affecting the texture. So feel free to change the body colour!

If you don’t like the dark tint on your render be sure to switch the colour management setting from “Film” to “Default” found in the “Scene” tab in the Properties window

$50

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Details
Dev Fund Contributor
Published over 8 years ago
Software Version 2.7x
License Editorial