Yes, both will be added. It turned out that my Fiesta doesn't have original taillights which means that the lights I made are incorrect. Fortunately they're so similar that I was able to make the original lights by editing the old photo texture. The left one is the aftermarket(?) taillight, the right one is original. I didn't remove the aftermarket lights, two types of taillights are always better than one. Ford RS 4-spoke alloy wheels and Pirelli sport tires They look so good that they're my favorite wheels right now.
I already apologize to my English, you are from Finnish right? after ford fiesta do you want to do which vehicle? It has the Nissan Patrol, FJ40, Mercedez, Land Rover. It would be nice to make a car off road!
That looks absolutely top quality. May I ask what technique you used to make the textures and materials? Is it a single material or multiple materials for the rims? And do you use any 3rd party software for the textures? For the normal and specular maps I mean. No worries about answering, I understand you must be very busy as I also am.
That texturing looks awesome! I'd love to know how to do that myself. Would make the Focus a lot more realistic
I would also start do such as amazing stuff for BeamNG if BeamNG would get, rain drop on car, dirt, scratches and Enter/Exit vehicle effects. Keep it up the great work!
Those videos should help to make it more accurate. If you generated the 3D Scan into many textures (good amount of quality), then you can render them to your new uv map to use them as photorealistic texture (Render to Texture). Like you do when baking high poly meshes to low poly as textures.
I have seen those videos. It deforms kinda like a real Fiesta but it could be improved. The front should be crumple more but it's incredibly hard to do so without making some of the suspension beams deform a little while driving over a bump. It would definitely work but the textures wouldn't be very good because the photoscanned textures have glossy areas, shadows and reflections. This scene has no lamps, only environment lighting (everything is evenly lit) but the shadows and highlights are still there in the texture. The lighting already in the textures plus BeamNG's lighting would look very weird. 1. [WIP] 2. Yes 3. Yes Each rim has one material. It's better to have the least amount of materials as possible. Otherwise it will lag a lot which is exactly what happened with the FS30-2. I did the normal map in Blender by copying the model, beveling the edges and baking the normals from the high poly model to the low poly model. Blender Guru has made a tutorial about this technique: Sometimes I just paint a heightmap in Paint.NET and use a normal map plugin (https://forums.getpaint.net/topic/111602-normalmapplus-codelab-implementation/) to convert it into a normal map. Some details are hard to model but easy to paint and vice versa. 95% of the time I use Substance Painter to make the diffuse and specular maps. It's really easy to make dirt, rust and scratches with it. Here are the RS rims' diffuse, normal and specular maps. Every one of them is 512x512 pixels. I wonder how long it will take until someone gathers all the Fiesta pics in this thread, uses them to photoscan a model, makes it into a fully working mod and releases it before I can get this Fiesta done.