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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. JDMClark

    JDMClark
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    This just looks like total sex.. Had to compare it. uploadfromtaptalk1399101305457.jpg

    Sent from my SM-N900V using Tapatalk
     
  2. Brett

    Brett
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    Made some rims for the yota' now to make the TSL swamp boggers and beadlocks.

    (imported from here)
     
  3. BlueScreen

    BlueScreen
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  4. Brett

    Brett
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    Yes it is high poly, which is why ill reduce it by normal mapping but currently since you asked it has:

    (imported from here)

    (imported from here)
     
  5. Dennis-W

    Dennis-W
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  6. BlueScreen

    BlueScreen
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  7. Brett

    Brett
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  8. aljowen

    aljowen
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    Just started this, also uploaded a shot of whole thing just so no one thinks the map is anywhere near done.
    I have been working on learning how to texture properly using normal and specular maps. Sadly you cant use specular maps on a height map :'( , but at least you can use it on the road.
    screenshot_00062.jpg
    screenshot_00061.png screenshot_00063.jpg

    This game has beautiful water.
     
  9. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Major cubemap chaos

    (imported from here)
    Didn't turn out as expected, since the floor doesn't reflect the car, making it look unrealistic > trashbin

    Need more wheels

    (imported from here)
     
  10. Brett

    Brett
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    Spent the rest of my morning/afternoon making these tires and finishing the rims (lower poly). The tires are very poly intensive so i might cut it down a bit by using normal baking because i already got the polies down quite a bit.


    Fixed :) how did I not notice that? lol

    (imported from here)

    I doved it all up and I want some opinions, I really want a hardcore crawler so I really like it. Gives it some good flex room and looks pretty cool.

    (imported from here)

    (imported from here)

     
    #1330 Brett, May 3, 2014
    Last edited: May 3, 2014
  11. JDMClark

    JDMClark
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    Looks like your missing a bolt thingie on the rims. I always forget what their called.

    Sent from my SM-N900V using Tapatalk
     
  12. Dennis-W

    Dennis-W
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    (imported from here)
     
  13. SixSixSevenSeven

    SixSixSevenSeven
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    Beadlocks
     
  14. Straubz

    Straubz
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    looks good, are you going to do both doved and standard versions?
     
  15. Brett

    Brett
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    Most likely :)

    I want some input on the exocage, mainly about the structural integrity, do you think its good enough? Dont mind those 2 tubes poking out, they are already fixed.

    (imported from here)

    (imported from here)
     
  16. Holland

    Holland
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    Only 4000 verts.

    (imported from here)
     
  17. Mythbuster

    Mythbuster
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    Jesus christ... How many times am I going to have to repeat myself? You measure the detail in triangles aka tri-count, not vertices. It's completely useless to state the vertice-count, because you can have many vertices but few polygons, or a ton of polygons with few vertices. And if you just say polygons, we still don't know anything because a third, a fourth or a fifth of them may be quads, so 40,000 polygons might mean 80,000 triangles or 40,000 triangles, or 126,000 triangles if you have a lot of ngons... It's simply industry standard to measure in triangles.

    Looks alright though, but I'd just normal map a tire with such low-profile...
     
  18. RockCrwlr

    RockCrwlr
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    You can use my MTR's if you want. All they really need for BeamNG is the normal map.
     

    Attached Files:

    • aaa5ae3735.jpg
  19. Brett

    Brett
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    I would love that, those look tons better than mine.
     
  20. Bakasan

    Bakasan
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    Such Camber.Very Flush.Much JDM.Wow
    screenshot_00069.png
     
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