Release Date: [Delayed] Hello Everyone!! Thanks to a post by CRASH3R I was inspired to create a car for BeamNG Drive (What-would-be-your-dream-car-to-have-in-BeamNG) (My post on that thread) THE BMW E46 M3 GTR! Current Progress: (imported from here) (imported from here) (1080p images in attached thumbnails) ---------------------------------------------------------------------------------------------------------------------- This is my very first time modeling a car, so I may miss some things initially and I don't know all of the techniques of 3D modeling yet. Though this will be my first ever model, I am going to be meticulous with it. I want this model to be as accurate as I can possibly get it while maintaining a performance efficient model. So far I have the shape of the hood. Also, the road car will be its own independent model/car. ( Verts: 164, Faces: 138, Tris: 276 ) This is the progress I have made so far after a few hours of modeling ( I know... I'm moving slowly ). I will give general updates on my progress with the model on Monday of every week (weekly updates ended on 3/31/14). Tips and constructive criticism are welcome and requested. -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Weekly Updates Page Links: (1/13/14); (1/20/14); (1/27/14); (2/3/14); (2/10/13); (2/17/14); (2/24/14); (3/3/14); (3/10/14); (3/17/14); (3/24/14); (3/31/14) Progress Updates Links: (6/19/14); (6/30/14); (8/18/14); (8/25/14); (11/4/14); (1/17/15) -------------------------------------------------------------------------------------------------------------------------------------------------------------------- To Do: ( (R)ed= Not Started , (Y)ellow= In Progress , (G)reen= Complete , (B)lue= Postponed ) Exterior Front: - Hood (G) - Bumper (G) - Fenders (G) Side: - Doors (G) - Mirrors (G) - Body (G) Rear: - Fenders (G) - Trunk (G) - Bumper (G) Other: - Roof (G) - Windows (G) - Detailing and Touch-ups (Y) - Wheels (G) Under-body and Chassis Chassis (G) Drive train and Suspension: - Transmission (G) - Drive-shaft (G) - Differential (G) - Engine (G) - Suspension (G) Other: - Other components (ex: fuel tank, brakes, etc. ) (Y) - Flat-bottom Individual Models Interior: - Race car interior (Y) - Road car interior (Y) Other: - Race car specific details (G) - Road car specific details (Y) Getting The Car In-Game - Jbeam (Y) - Texturing(R) - Skins (Including NFS Most Wanted Skin) (R)
Re: BMW E46 M3 GTR Road/Race car I hope your going to take some time over this and make it as close to 100% accurate as possible...thats what I really hope for..
Re: BMW E46 M3 GTR Road/Race car I'm sure he'll do his best and whatever it looks like when done it will be good.
Re: BMW E46 M3 GTR Road/Race car I hope the handling and performance will match up too thats what I want from these mods...near perfect copies of real world handling and power...
Re: BMW E46 M3 GTR Road/Race car I want I want I want too. Just wait and see. Im sure this mod will be epic. Love the GTR's (and not R34 GTR's... can't stand them)
Re: BMW E46 M3 GTR Road/Race car I love this car, i have a model of it on a shelf in my room really hope to see this car finished in beamng
Re: BMW E46 M3 GTR Road/Race car Hello again, At this point in time I am ready to begin shaping the front windshield and the roof of the car. Should I create another object and shape it to the car and line it with my poly flow, or should I extrude from the hood and shape it that way? I want to model the separate parts of the car so they are their own independent objects. This will also help me when I encounter other parts of the model in the future. For now, I will create an other plane and line it with my poly flow. If in the future I learn it is better and more reliable to extrude, I will do it that way. Thanks in advance.
Re: BMW E46 M3 GTR Road/Race car The road car is one my favorite Beemer! The only beemers I like more than this is the 8 series and the E60. Hope you won't give up
Re: BMW E46 M3 GTR Road/Race car There is no right way to do it in my opinion. Do it the way it's more comfortable for you. I am curently working on my GT500 with your first method(create another object) But I had a struggle linig everything coerctly so I would suggest you do the extrude version and then cut at the VERY END the individual parts. I know I will be doing this method on my future cars ^^ Good luck! I am looking forward to this! Don't rush it, take your time and make it great!
Re: BMW E46 M3 GTR Road/Race car hmm, another thread for a pretty nice car that won't be completed because the OP has never modelled anything before. and the OP won't know how to give it a N/B skeleton. It should really be a rule that you need a model MOST of the way complete and in game before a thread is made about it.
Re: BMW E46 M3 GTR Road/Race car Totally agree, Maybe even "Finished models only". If this car ever gets complete (Unfortunately, I doubt it will) I hope it has the skin from Need For Speed Most Wanted. I cant make it myself, I dont know how. But first I will wait for this car to finish.
Re: BMW E46 M3 GTR Road/Race car Oh, don't worry about that. I'll finish this car and get it in game somehow. I'll just need a little help.
Re: BMW E46 M3 GTR Road/Race car I don't mean to be an ass but I have to be skeptical as there are one hundred and four threads in the showroom section for vehicles; ninety three of which are unreleased, eleven are. That's a horrific ratio. For every nine projects, only one out of nine projects is complete. One complete project for every 8 incomplete projects. Sorry I'm skeptical but I just don't see this going anywhere. I'd love you to prove me wrong, but it doesn't often happen that way. If you're going to complete this, have at it. I'd love you to.
Re: BMW E46 M3 GTR Road/Race car Yeah, I noticed that as well. That is one reason why I am more determined to complete this project. Keep an eye out.
Re: BMW E46 M3 GTR Road/Race car The model is one thing, the JBeam is another. If the model is good then it's good to have a model. The project shouldn't be cancelled just because the original creator cannot completely do the jbeam on its own. We should just have a section dedicated to finished models waiting for jbeam work in which users that can make jbeams could pick a car and work on it. And by the way I'm still doing my best to provide an easier way for that to be more user-friendly (see Real-Time Vehicle Editor). I know that currently my tool is still far from being complete but at least it's a start. And I'm not the only one. Two other guys are working on scripts to create a N/B structure from the 3D editor itself too (see MayaToJeam and Blender Script to Export Nodes and Beams). Seriously stop thinking a project will just never complete because of the jbeam. Some people can do that part so any project can get to an end. It's only a matter of communication and collaboration.
Re: BMW E46 M3 GTR Road/Race car I believe that's what SMCars.net is for Second, I think you need to pick up more on reading comprehension unless you enjoy creating straw-men and arguing with those instead of what people actually say.
Re: BMW E46 M3 GTR Road/Race car Thanks I already modeled the shape of the roof by creating another object, but, after reading your post I extruded to model the front fender. I have to say that it would have caused more trouble than ease had I created another plane for that part of the car. - - - Updated - - - Hello I have encountered a problem with blender. I'm not sure what happened or what I did. When I try to render the image area is blank. I have not moved the camera. May someone tell me what is going on if they know. (I can still edit the car by the way.) EDIT: Never mind. Sorry about that. I've solved my problem. *phew*
Re: BMW E46 M3 GTR Road/Race car Hello, The update for today is posted! I've done a lot of work this week with the car, and it payed off! One of the large areas I edited from the previous post, excluding the rest of the car, was the actual shape of the hood. I cleaned up the poly flow for it and more accurately shaped the depressions on the sides. There is one more area of the hood that I have to model before it is done though. The front of the shell of the car is now finished and I can move on to modeling the side and back of the car. I have inevitably encounters some problems during the modeling process. :/ I'm not sure if this a shading issue or if the vertices are poorly placed ( I have tried adjusting them ). Can someone help me with this so I can smooth it out? ( By the way, I have an edge split modifier applied to the model. The split angle is 60. I also tried increasing and decreasing this value.) Also, can someone tell me how I efficient I'm doing with resources? ( See below first picture of update ) - - - Updated - - - I will be posting a to do list on areas I need to complete for the model soon; and later for the jbeam. - - - Updated - - - (To anyone that sees this, I moved the weekly update for (1/13/14) to this post to reduce to size of the original post.) *UPDATE* (1/13/14) Hello again. Just as I promised, the new progress I have on the car! ( Verts: 2504, Faces: 1428, Tris: 2892 ) Here are some more angles! It's been a busy week for me. Though, I feel, I have accomplished much so far, it's not the end yet! Stay tuned