I don't see why you're up in arms about him doing something that is, based on the terms and conditions that were just posted, completely legal. He isn't selling it, nor is he taking credit for the original. If you are learning to model from scratch, more power to you! He isn't telling you that you have to do it this way or saying his way is better, he is simply deciding that he wants to make it this way. I also started to model myself a while back, but the fact that other people do it this way doesn't discount me modeling from scratch at all. You should be proud of the work you do and always look to improve, not get down on somebody else, that for all we know could be using this as a way to get into being able to model from scratch.
Aknout, you keep doing your thing buddy! Don't let other people who grump about on the internet deter you from doing what you find interesting. I for one am excited about your progress on this project as you dig into the modeling and the BeamNG world. You got this!
Awesome but i would remove some edge loops because the body looks a bit too high poly. But we will see how will be the poly count after you complete interier.
I can't wait for this.. The Russians already made 2 trucks!! This one I hope will be better than theirs!! I hope you can JBEAM!! I can't I'm still learning!! Model looks great... Keep it up!
How to make a russian truck: Step 1: Steal a model from your game of choice Step 2: Slap it on the Grand Marshall's N/B Step 3: You have been sued.
Well! That's nt how it works! Some try others don't!! I can see a crapy mod when I see them! But this guy Adam is making his own JBEAM now! Or at least I think trying to! Idk but they are getting better! Russian mods will take over out world Ahhh help us
HAHAHA hilarious, i cant imagine how awful the truck probably is on marshal's jbeam haha. Ilegal russian mods invasion
Your poly count in the engine looks good. Little things like nuts/bolts can also be done using normal maps. Overall the modeling looks really good. Like others have said, the poly count in the main body could be optimized a bit more. It's always tough to figure out where to budget the most polys to the most important areas, and where it can be a little less. It was the same for me in my mod; I originally modeled a 57 for a scene render, but then I tried to convert it over to a game model. Sometimes I wonder if it would have been easier to start from scratch than to re-typo and optimize the hi-rez original.
I completely agree. I retaked some edges and i will do a new pass to re-optimise the poly count. Complete modele is around 63k tris now, including most mechanical parts (some details on transmission, fuel tank and muffler have to be done). I made a try in the game, using the jbeam file of the barrier (i'm studying the file structure to learn how to create my own one) : A lot of work still needs to be done