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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. ferrettank

    ferrettank
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    BeamNG Team

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    You have the idea, although I would use less polys, With that many vertices, it will slow down the game. Keep at it though, modding games is so much fun :D
     
  2. Stormdrain

    Stormdrain
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    but. sams truck currently has the hellpig cab... did you blindfold yourself and monitor your brainwaves when you removed it to insure you weren't thinking? because that seems very implausible, though i do not know for a fact that you arent a leading neurologist.
     
  3. Zappymouse

    Zappymouse
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    Holland posted that a week ago. Don't start week old shit.

    P.S. Ensure*
     
  4. IBsenoj

    IBsenoj
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    I'll bump it down, sorry..

    - - - Updated - - -




    So sorry about the high poly, I'm so dumb.. I'll try to lower the polys.

    Again I'm really sorry,

    - - - Updated - - -

    After a little while of work I've lowered the polys, I'm sorry about it being so high.

    Is this any better?

    FixedPolys.png

    Let me know, again I apologize for the high poly..
     
  5. DrowsySam

    DrowsySam
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    Jul 30, 2013
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    You should aim for something like this.


    (imported from here)

    And avoid using any smoothing modifiers, subsurf.. turbo smooth, etc. They give you a bad poly flow which makes it useless at deforming in BeamNG.
     
  6. moosedks

    moosedks
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    i'm pretty sure that's the joke, a horribly over polygon'd car and he's asking if its ok as if he doesn't have a clue about it.

    oh shit he was for realz?
    oops
    don't worry i'm not good at things either
     
  7. Goosah

    Goosah
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    BeamNG Team

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    Lol you don't need to apologize, stop saying sorry!

    I recommend that you start with a very low poly boxy shape representing the whole car (think 1990s game level of detail) and then slowly add polys where they are needed to smooth out sharp curves or to connect features such as vents and door edges. Otherwise you're going to spend too much time moving thousands of vertices bit by bit, and the surface will look all wobbly.

    Edit: Why all the lights in front of the model? Just curious.
     
    #2547 Goosah, Jul 21, 2014
    Last edited: Jul 21, 2014
  8. IBsenoj

    IBsenoj
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    Ok I'll probably stop making it, I don't llike modeling triangles, and if DrowsySam is saying I SHOULD be doing triangles, that means I have to, because it's DrowsySam. :p but I'm obviously not good at things, qoute "i'm not good at things either" - moosedicks,

    It's just for when I render it, it looks pretty :3
     
    #2548 IBsenoj, Jul 21, 2014
    Last edited: Jul 24, 2014
  9. SixSixSevenSeven

    SixSixSevenSeven
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    Thats just from where he's imported the pickup .dae, most people do model in quads, its just when you export to .dae it gets converted to tris. There are a few places where you will have no choice but to use tris though - around the rear wheelarch of the D15 is a good example.
     
  10. Zappymouse

    Zappymouse
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    Fancy renders incoming:


    (imported from here)


    (imported from here)
     
  11. CarlosAir

    CarlosAir
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    Nov 16, 2013
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    I won't even consider it an alpha, and it doesn't represent in any way how the final version will look and behave like :p. A lot of work still left to do in the modelling ( I would like to really work in the details), and I will have to rework a lot of the Jbeam. It flies like shit, it's difficult to control, too fast and too unstable :D.
    My intention is to make it as accurate and realistic as possible (taking in to account the limitations of BeamNG aerodynamics, but especially my huge limitations in modeling and Jbeaming, so it might not turn out as I would like it to, but I'm trying my best :)) .
    But in the meantime I'm having a lot of fun playing with it :D, I'm enjoying a lot.

    [MEDIA=youtube]https://www.youtube.com/watch?v=gHcnPsSbFLo[/MEDIA]
     
    #2551 CarlosAir, Jul 21, 2014
    Last edited: Jul 21, 2014
  12. B25Mitch

    B25Mitch
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    Vehicle Designer
    BeamNG Team

    Joined:
    Aug 27, 2013
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    (imported from here)

    84 William St, Brisbane


    (imported from here)

    80 George St, Brisbane
     
    #2552 B25Mitch, Jul 22, 2014
    Last edited: Jul 22, 2014
  13. chris_lucas

    chris_lucas
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  14. vmlinuz

    vmlinuz
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  15. JoNnii

    JoNnii
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    The Dinka Blista.
     
  16. chris_lucas

    chris_lucas
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    [webm=]http://www.beamng.com/attachment.php?attachmentid=36026&stc=1&d=1406216726[/webm]
     

    Attached Files:

  17. JAM3SwGAM3S

    JAM3SwGAM3S
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    Awesome, That actually surprised me, at first I was like "huh what the heck is going on, is he demonstrating a light flashing?"
    haha awesome work Chris :D
     
  18. SixSixSevenSeven

    SixSixSevenSeven
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    I had to do a double take, took me a while to realise that there are no trains in BeamNG
     
  19. aljowen

    aljowen
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    Its from GTA4. There is also a more modern version of it in GTA5.
     
  20. Rokzy rules

    Rokzy rules
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    Dec 31, 2013
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    tbh, I was more interested train :p Is the rail part of the train ? and does it use slidenodes to go around the rails ?:confused:
     
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