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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. Car crusher

    Car crusher
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    Decided to get off my lazy ass and try something. Could someone judge my polyflow? this is my first proper car model and I'm unsure if my flow is good
     

    Attached Files:

    • polyflow.png
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  2. BannedByAndroid

    BannedByAndroid
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    Too high-poly if you ask me.
     
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  3. Inertia

    Inertia
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    screenshot_01225.png screenshot_01226.png
     
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  4. Ulrich

    Ulrich
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    • Agree Agree x 3
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  5. Car crusher

    Car crusher
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    Too high poly for beamng, or just in general? Also is the shape of the faces and the flow acceptable?
     
  6. BannedByAndroid

    BannedByAndroid
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    It's okay, but putting that much poly count is not quite good in Beam.
     
  7. AlexMD

    AlexMD
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    I wouldn't complain about the poly count, it looks decent, but you need more consistency, the flow is pretty good
    Try to keep the faces roughly the same size across the car's body
     
    • Agree Agree x 8
  8. Peter Beamo

    Peter Beamo
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    lol
    screenshot_00339.png
     
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  9. BannedByAndroid

    BannedByAndroid
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  10. naguluna

    naguluna
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    Textures are the best part about modding. Said no one ever
    uu.png
     
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  11. HDR

    HDR
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    hooks.png
    Hmm.
     
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  12. marijn123@lol

    marijn123@lol
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  13. Peter Beamo

    Peter Beamo
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  14. Bald Eagle

    Bald Eagle
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    The way the vertices are curved around the fenders will make it hard to curve it, try to keep the vertices in a straight line. Just a tip
     
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  15. bytx

    bytx
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    screenshot_00039.png

    upload_2017-9-13_20-29-8.jpeg
     
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  16. C747

    C747
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    What-the-hell-is-that
    To be serious, it looks... jelly-ish
     
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  17. SandwichesANDmilk

    SandwichesANDmilk
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    upload_2017-9-13_15-16-27.png
    FINALLY!!!
     
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  18. Driv3r1142

    Driv3r1142
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    Its been mentioned in the thread already, but your poly flow needs work.

    But that's ok, You asked, and We delivered. Everyone needs improvement somewhere, so take it as advice, not judgement or criticism. Even the best are always finding new ways to improve what they're doing.


    From Experience making models like this, they spike horribly in crashes, because the polys and vertices are all over the place, no matter where the nodes in the JBeam are.

    Look at how the cars in game are modeled, and try to get as close to that as you can in your model. While the vehicles may be different, the way the polys flow in the model is the most important. Keep everything in a nice grid like layout. Look at the official cars to get an idea of what I am talking about here, or read some of the wiki articles covering the official workflow a bit.

    Try to keep your poly count as low as you can, but don't be afraid to use a bit more when you get to the door jambs or any other openings. Again follow your poly flow, and if you have to diviate from the main flow, use triangles to terminate some of the other parts. In general some cars do take more polys than others, so use judgement here and figure out what is suitable for your project. But don't go too low, as for you still need something that the JBeam can influence and deform.


    This isn't a requirement for 100% of the model, but its strongly suggested that you remake the model with a better poly flow similar to that of the official cars. I will leave your choice of reference to you. When I am working, I usually put one of the official cars in my work file so I have a reference to go back to if I am not so sure I am doing something the best way that I can, or in general if its a project I can't get good reference pics on, I look at one of the official cars that is mechanically similar to what I am making to get an idea of what something should look like.



    Good luck, and I hope to see more of the project soon ;)
     
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  19. The Shotty

    The Shotty
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    upload_2017-9-13_22-2-58.png
     
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  20. Justy4WDTURBO

    Justy4WDTURBO
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    May 14, 2016
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    • Like Like x 4
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