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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. Z24zorpx4

    Z24zorpx4
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    Blender11_27_20202_22_30PM.png frame WIP
     
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  2. HeadlightsThePerson

    HeadlightsThePerson
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    Aren’t you the one that’s making the shunter?
     
  3. Z24zorpx4

    Z24zorpx4
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    yes
     
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  4. Sithhy™

    Sithhy™
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    upload_2020-11-28_18-27-9.png

    Can't believe it took us so long to get the glowmaps to work... But hey, atleast it's lit properly now :)
     
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  5. DaddelZeit

    DaddelZeit
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    Second sun in our solar system confirmed.
     
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  6. Sithhy™

    Sithhy™
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    Might as well be, considering that when you turn on all the lights visible in that screenshot, it does melt your PC
     
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  7. LucasBE

    LucasBE
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    Tidied up some spots that really needed attention (especially the rear, looks much better now)
    screenshot_2020-11-28_22-52-07.png screenshot_2020-11-28_22-49-59.png screenshot_2020-11-28_22-50-54.png

    screenshot_2020-11-28_23-33-13.png screenshot_2020-11-28_23-33-29.png
     
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  8. Dean Wang

    Dean Wang
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    Alr bro let’s see what you can cook up
     
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  9. Cincinnatus

    Cincinnatus
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    What?
     
  10. Kasir

    Kasir
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    You're basically insulting someone's work with almost nothing to show yourself
     
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  11. Alieu

    Alieu
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    he's saying he wants to see what you can come up with
     
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  12. Driv3r1142

    Driv3r1142
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    I always contemplated making a DeLorean... Though you beat me to it :oops: Good job, I like where it's going :)

    Just saying, the wheel wells look a bit rough still... You might want to clean that up a bit;

    plsfix.png
    The spots I noticed I circled in red, honestly you should smooth out the whole thing though. I recommend you use a Circle primitive as a starting point, delete the parts you wont need, and stretch it out (carefully) to match your wheel wells... Then the rest is then up to you :)

    In addition I highlighted the accent trim on the front fender, not sure if it's supposed to end like that or not.
    *EDIT* This information below may not be entirely correct in regards to Blender 2.8x.
    Also, if you're not already, you should definitely utilize a Matcap to assist in making the body reflections nice and smooth... I recommend using the Red Car paint matcap from Blender 2.7x for this purpose. However, since Blender 2.8x doesn't include it by default AFAIK, Search "Blender 2.7x matcaps in Blender 2.8" in your favorite search engine and you should be able to find it. It should look like this;

    85c8e181c404e1ea24433651bd907bf9.png

    And how it looks when utilized on a project;

    45196bc134c8f0591aa11af8d60e962c.png
    (A; It's a 1969 Plymouth Valiant. B; No I'm not ready to release it, however it may go somewhere in the future. C; Please don't beg for it.)

    The other Blender 2.7x matcaps are great too, and I'm sure there's also plenty of custom matcaps now that Blender 2.8 allows for custom ones to be loaded, however I find that this matcap is the least forgiving, and will highlight even the tiniest flaw... Which is useful for fixing both visual and specular reflections. Just don't go OCD on it and it will become one of your best friends when modeling ;)

    Otherwise, again I like where this is going. I remember when I took vehicle creation head on with my Gavril Vendetta mod. While that was a rough and messy release, I only kept on improving from there... I'm sure that if you stick with it, you will too.
    Keep up the good work, it's nice to know that BeamNG now has a good, high quality DeLorean in the works :D
     
    #27332 Driv3r1142, Nov 29, 2020
    Last edited: Nov 29, 2020
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  13. LucasBE

    LucasBE
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    Thank you for taking the time to make such a detailed post on how I can improve, it really means a lot to me :)

    Concerning Matcaps, I already use one haha, I believe it's called "Blurry Chrome". I started using Blender with 2.8 but currently use 2.91, but I still use that 2.79 matcap because I just really like it :p

    As for that bit of trim, it isn't supposed to end like this, I just forgot to add that bit haha.
    upload_2020-11-29_14-38-59.png
    I have to make it a separate object because on the back to the future version there is a "Flux box" in front of that trim (which is removed in the movie as well)
    upload_2020-11-29_14-40-11.png
    (please ignore the unfinished texture)

    And finally for the wheel arches and fenders/quarter panels : I did my best, I swear. I'm not the best modeler :p

    upload_2020-11-29_14-42-29.png
    upload_2020-11-29_14-42-59.png

    Hope I could shine some light on your questions :)
     
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  14. axistookmyname

    axistookmyname
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    FYI 2.8 includes a very similiar matcap, it's functionally the same as far as I'm concerned
    upload_2020-11-29_17-27-37.png
     
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  15. Driv3r1142

    Driv3r1142
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    Didn't know that, I use 2.79 still and was going off of some (probably) outdated 2.8x information I found online :oops: Thanks for the correction though. Granted last time I tried 2.8x I didn't notice that one, it must be fairly recent.

    Yes, you were able to shine some light on my questions ;) It's definitely looking good. There were some weird reflections I saw on the body around the rear quarter and doors that looked a bit weird, which made me think you weren't using a matcap.


    I still see some room for improvement in the wheel arches, though they look great in terms of polyflow and density (for the most part.)

    2.png

    1.png

    I highlighted some problem areas in the arches in red, and poly flow issues in light blue. The red line cutting through the arch indicates where you need to add an edge loop/subdivision, and the little red curves indicate where you should try to adjust the curve of the arch to be more consistent.

    I also circled a spot on the front quarter you might want to adjust a bit, seems to be inconsistent with the rest of the wheel arch.

    Looking at this again I noticed a few more spots I don't have time to highlight, though I'm not gonna be like one of those people who just hounds in on every single flaw until you fix them. Again, it's your project, and it's entirely up to you what you want to do, and what fits your skill level.

    Good luck, I'm definitely keeping an eye on where this is going :)
     
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  16. coolusername

    coolusername
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    These are looking fantastic, can't wait!
     
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  17. arquanin

    arquanin
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    Finally started to make the rest of the car
    (i put the transmission and engine from the civetta, and placed them closer to driver for gravity center point )
     

    Attached Files:

    • Shelby3.png
    • Shelby4.png
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  18. CaptainZoll

    CaptainZoll
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    no offence to what you've done so far, but wouldn't using bluebuck/barstow assets be more logical?
     
  19. arquanin

    arquanin
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    Thanks for you comment (im not offensed ;)) i wanted to make this car with better handling, so even though the bolide is hard to control, it's better than the boats, and it also take less space :rolleyes:
     
  20. LucasBE

    LucasBE
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    Biggest problem with that is that the Bolide's meshes are extremely outdated. They will probably get an update in the next version of the game so you can either wait until the update is released or use barstow/bluebuck parts (which are newer, more up to date). But after all it's your choice and you are under no obligation to make anything we suggest :p

    Also, you should try to stay away from using subsurf on your body shell. Having a high poly density might make the car look bad in crashes. Take a look at official car's poly density for reference :)

    Wishing you the best for the future
     
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