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
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.
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? Let me know, again I apologize for the high poly..
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.
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
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.
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. 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
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.
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 . 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 . 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 , I'm enjoying a lot. [MEDIA=youtube]https://www.youtube.com/watch?v=gHcnPsSbFLo[/MEDIA]
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
tbh, I was more interested train Is the rail part of the train ? and does it use slidenodes to go around the rails ?