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• CYBORX CD 10.0 XL-GT |
Released Date:
31 Mar
2005 |
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Read the information and instruction below before proceed with models
editing, porting, conversion and other project. Be sure you
understand all the information stated below. For more information,
support and tools you can go to our website for updates and downloads. |
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Disclaimer: The contained files are
provided "as is" without warranty of any kind, either expressed or
implied. The author will not be held responsible for any losses
incurred, either directly or indirectly by the use of these files.
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• SupermotoXL Developer Kit
(Original high resolution 3D models production set) |
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Welcome to SupermotoXL Developer Kit (Original model
development kit).
This page is the heart and original resources of my
designs, the quality and originals is here where enthusiast
modeler, game developer and avid add-on/game mods can
grab/download some models in here for their various
projects. Here are some of the uncompiled models
which i've previously designed now available for public
usage. If you need to find perfect models
for your project, model editing, game add-on porting,
conversion, animation or just modding for showcase then
this is the right place for you to download raws of high
quality models. Each models are perfectly built
and ready to be ported into any games genre or simply
for having fun. |
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The content attached with this package contain 3d meshes, texture and
support file that only to be use for 3d models development, modification
and editing purposes. For 4x4evo1 and 4x4evo2 fans who wish to
download "workable add-on for 4x4evo1/2 game" please go to my website
and download it at car/truck download section. Enjoy. |
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•
General Information |
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Model name |
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CYBORX CD 10.0 XL-GT |
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Original release |
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Racing simulation
(4x4evo1/2) |
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Release date |
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31-3-2005 |
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Vehicle name |
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CYBORX CD 10.0 XL-GT |
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Production details |
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Model version |
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Concept Design ver.
10.0 |
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Prod. No |
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15022005 |
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Brand/Manufacturer |
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SupermotoXL |
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Model type |
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Street car GT |
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Models Specification |
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Category |
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SupermotoXL Developer Kit
(Original high resolution 3D models production set) |
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Original format |
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Z3d
(Z-modeler) |
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Optional format |
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3ds
(3d-Studio) |
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Avg face count |
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73775 |
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Avg vertices count |
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63408 |
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(unit) x max texture size |
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(2x)
1024x1024 "*.TGA" |
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(unit) x min texture size |
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(2x)
512x512 "*.TGA" |
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reflection texture size |
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(1x)
256x256 "chrome.bmp" |
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Optional parts |
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yes
(showcase -*swing parts) |
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Transparency parts |
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yes |
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Reflection support |
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yes |
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Showcase ready |
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yes |
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uncompress file size |
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8.35 mb |
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Recomended 3d editing tools |
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Z-modeler |
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Production tools |
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3D program |
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Z-modeler
1.07 |
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Optional format |
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Corel
Photopaint |
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| • Design History |
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A day will come when my desire conquer my
rational mind. For a designer no designs will fill the greed and
satisfaction unless a true object of desire is found. In walks of life
we've seen tonnes of supercars and uban exotics wheeler roam on earth. My
aim is to create a supercar that can able to speak itself as true speed
thriller and road outlaw. A car that speaks louder than words and catch
every hearts of speed enthusiast. So i decided to design a car which have
several characteristics which drool very hearts thats comes across her: a
sexy bodyline of a woman, vicious and evil outlook, diabolical designs,
genuine creativity, unique and have both retro and present appearance. I
called it "CYBORX 10.0 XL-GT": SupermotoXL's ultimate concept design street
fighter. 2 months in production finally my hearts melts like chocolate.
CYBORX designs have both special world that no car designer can offer. The
first impression you'll notice on CYBORX is the headlights, the shape and
configuration resembles vicious evil black widow looks. Second is the
aerodynamic body contour which ended up with rear broad body designs giving
impression of stability and muscular expression. These are the first
component which aim at creating "Body Language" for supercars. The second
component is be the soul of the car. Just like other design i've created
several nice internal goodies and some new stuff you can dig in: Concept
Design X-lock bucket seat, XP12 QUAD line engine (V block fused with
vertical boxter style engine), VSS vertical swing scissors door, rear hatch
back, all perimeter intercooler, reinforced tubing chassis, rear support
bars, fuel tanks, suspension stabiliser, short burst rear exhaust, rear air
diffuser, detailed Concept Design AACS spoiler with air channeling wing
flaps. Also hooked into CYBORX is my newly designed CNC style wheels
"AURORA 5 SR-XL". Overall this is the second time i built a vehicle based
on mid (rear) engine version. The last vehicle that was built on mid engine
was XCALIBUR, my ultimate sand buggy. On driving side this car handles as
like a real car do but won't be that easy, low degree of steering (suitable
for digital control), high braking power and plushy suspension setup
suitable for both on road and off-road condition. Speed and gearing are set
for endurance performance. CYBORX CD 10.0 XL-GT: a true speed thriller.
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On the construction side CYBORX was build on
EXODUS base foundation, you can still see traces of EXODUS on CYBORX such as
bulk side fenders, hoods, roof and most distinct feature is the mid body
shape and size. EXODUS body design was a thing came from the past,
something you would see in BTCC Touring Car style. CYBORX in the other hand
reflect designs that came in present plus added bonus being a GT style
without looking innocent on the road, in short CYBORX is here to kick
EXODUS's butt. The construction was much complicated than any other models
over made, details, accuracy, texture wastage management, polycount
management and final QC is higher priority since i am wanted to put CYBORX
as next flagship among all designs. The total amount of polycount for this
model worth approximately: [4x4 EVO1] 61,028 (vertices) and 70,997
(faces) with optional parts such as pop-up front hood, rear hatch back and
VSS scissors doors. [4x4 EVO2] 41,628 (vertices) and 49,317 (faces)
without optional parts. Notable that EVO1 version have higher polycount
because the game itself able to process and handle the rendering
per-object. EVO2 version however need to shed off some and break pieces of
parts into smaller partition to allow massive reflection/Texture and
Lighting rendering per-object. With thousand K's worth of polygons and a
Z-modeler tool the smoothing process can really be a pain in the rear.
Since Z-modeler 1.07 doesn't have spline smoothing tools so i have to
smoothen the vertices by hand one by one guided only with X,Y, and Z axis on
Z-mod view port. Lol, sounds like purely HAND CRAFTED sportscar. The
technique of "SPLINE MOVE" moving splines one by one is my oldest technique
to get proper shape of what outlines it would look like for my next designs
since i've never come out with physical drawing of blueprint layout on the
design board, my blueprint all along printed in my brain and its all up to
my hand movement and a mouse click to re-shape a 3D object into desired
shape. That how others (CD's ##) models and CYBORX was born. On the base
model the frontal nose and rear extended out to make the body longer. Front
bumper thickness increase and lower portion smoothens parallel to lower
skirting/vent ramp. There are 5 vent ramp on the front to allow air sucked
inside but only 2 going into the fan cooled radiator and 3 into normal
intercooler and cockpit. The 4 air dump port located on the front wheel
fender nearby the door pivot to allow air escape after channeled into
cooling system air disc brake. The side body on lower portion just below the
seat is another 2 vent ramp to channel air into rear engine. At the rear
there are huge open vent cut out from the body to allow massive heat to
escape quickly using the low pressure air drafted in the rear because the
engine located on the rear section of the body. Windows sill replaced with
hollow frame and extra mini windows behind the driver head constructed.
Cockpit reinforce with steel bar structure from roof ceiling on to main
chassis, Off-road style tube chassis to support numerous components
essential to support functional parts including our latest concept XP12
(XP12-CB-XL) quad axis engine. Texture space allocated for each parts are
all pushed to the limit so that each parts rendered will have enough to
contain high maximum details to be displayed in the game. All internal
designs and workmanship is to create stunning models so that you can explore
inside CYBORX which make it the most unique models ever made for 4x4EVO1/2.
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Enjoy. |
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| Important
note : 3d models checklist and notes |
| Please
read the note below regarding the 3d meshes and texture
issue. |
| In this SDK
package include several material that should attached along
together with this file these are: |
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1. |
*.Z3D file (Z-modeler format) |
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2. |
*.3DS file (Compatible 3d Studio
file) |
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3. |
*.TGA file (Multiple of hi-resolution
texture set) |
| 4. |
Sample of images file, 3d
screenshots of actual models and image screenshot and
details from 4x4evo1 and 4x4evo2 realtime in-game
simulation. |
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Before you start make sure you have
proper 3d program/modeler tools. I recommend you to
download Z-modeler v1.07 or Z-modeler v2 to open and
edit *.Z3D file. You can download it at
http://www.zmodeler2.com
But if you already own a 3D Studio tools then you can open
the existing *.3DS file attached in this package. But
for high compatibility when viewing this models i recommend
Z-modeler. |
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By default these 3d meshes/models as
usual runs perfect when editing using Z-MODELER tools
because it was built using this tools from scratch,
*.Z3D extension format is default Z-MODELER file.
Before you open the *.Z3D file into Z-modeler program make
sure the all *.TGA texture file located in the same
location/directory where *.Z3D file is located else you'll
have blank white meshes/models upon opening in Z-modeler. |
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Make sure you double check if your
Z-modeler or your 3D Studio program render the models as
similar and as accurate as shown/published inside the models
screenshots/images attached with this package. Make
sure the reflection effect, transparency and parts are
perfectly exhibited/shown correctly on your 3d tools view
port. Good Luck. |
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| • notice:
LEGAL USAGE |
| You may freely
use, edit , distribute, convert, host over the internet and other
appropriate use for
non-commercial purpose
provided you should put/attached credits, details and links to the
original author. For latest information, rules or article
related on obtaining approval/permission please do visit out website
at
http://www.geocities.com/SupermotoXL or
http://4x4evo.net/smxl .
You can also e-mail me at
davidlimars@hotmail.com
. Should you need to use
it for commercial purpose please seek permission from me
legally. |
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Should you require further information, please do not
hesitate to contact me. E-mail: davidlimars@hotmail.com
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Fans and user can also can visit our
friendly community forum at KC's vales 4x4evo2:
http://vales.com/evo2 you can find me
there if you need a quick contact and updates interactively. Have Fun! |
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* For more information on our latest designs, news, updates, services and other
resources please visit my site at
http://www.geocities.com/SupermotoXL
| http://4x4evo.net/smxl
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http://www.chimpusmaximus.com/SupermotoXL
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• SupermotoXL Designs • |
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