WIP 1980 Honda Prelude

Discussion in 'Land' started by AdR, Jan 21, 2015.

  1. Goosah

    Goosah
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    It's amazing. But I'm scared it won't deform nicely without a lot of nodes! I guess it comes down to where your priorities are on smashing vs driving vs visual appeal :)
     
  2. nikobelichgta5

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    That's for sure the best detailed model for BeamNG ever. That's really unbelievable!!!
     
    #42 nikobelichgta5, Jan 25, 2015
    Last edited: Jan 25, 2015
  3. AdR

    AdR
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    Yeah I'm afraid of it too, except for the engine the rest of the details should deform along with the body so shouldn't be a problem I think. Anyway, I figure it'll be easier to simplify things later than adding geometry.

    If it comes to that, I'll just remove unnecesary parts or reduce polycount where needed.
     
  4. DavidTheTechGeek

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    If you need beta testers, I'm always here ;)
     
  5. smileyguyz

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    Love it! I had been looking for a mod where the creator is more for quality, rather than quantity. Looking forward to this mod!
     
  6. S54B32

    S54B32
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    Wow. This looks fantastic, I hope this gets finished. I would love to have a Prelude in BeamNG.
     
  7. Kona61

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    I would beta test too lol.
     
  8. Thojolu

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    I'm here too if you want Beta test. The work so far on it is juste awesome. Good job!
     
  9. nikobelichgta5

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    Beta test would be nice!
     
  10. Blockman

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    (imported from here)
     
  11. ssm1997

    ssm1997
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    any updates on the prelude?
     
  12. AdR

    AdR
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    Thanks guys, though there will be no beta test on this one. Seeing what happened with the Nova (tons of videos with different versions around, and uploaded betas to other sites), I'd rather release a complete version.
    As far as updates, none so far, but I might have time to start working on the interior in the next couple of days.
     
  13. JDMClark

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    I think this will deform nicely. Just with a good jbeam it should. God man I'm crazy about details and the level of detail you put into this is stunning!
     
  14. AdR

    AdR
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    I'll try to make the jbeam as accurate as possible, we'll have to wait to see what happens with the editor that's being included now in the experimental release, that'll make things easier I hope.

    As far as the modeling goes, I'll post an update soon. Didn't have much time to work on it but I've been doing the boring interior stuff (floors, panels, closing gaps, etc.) but I'm close to having something to show.
     
  15. AdR

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    Not a lot to see, but here's something:

    prelude_pre_08.jpg

    The interior it's still missing some parts. Trying to keep it simple, while keeping an eye on the topology for deformation.
    Lots of details will go into the AO and normal map, mostly door panel moldings, seat upholstery and dashboard details to save some polygons.

    prelude_pre_07.jpg
     
  16. Bakasan

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    That's looking wonderful! the polyflow is perfect, and I'm very sure it will deform without errors.

    The interior is just as good as well, so there should be no trouble there. One thing to keep in mind with the interior is that you will be looking at it rather closely (when in cockpit view), so don't be afraid to invest plenty of polies into it (to be honest, extra polies are not rewally a problem at all, it's all in the flow;)). When normal mapping, you should use the map to compliment the details, rather than substitute them. By that I mean you should do things such as the grain in the plastics with a normal map (that way you get the lovely specular effect), and use geometry for defining indents and fixtures.

    Here's the geometry of the interior of my Trueno, which is the amount of modeled detail you should have (or a bit less of anything)
    interior detail.png

    Another good example is the Sunburst. it has good usage of normal maps and geometry, and as a result it looks excellent inside. Your current progress looks very promising, so your results will surely be beautiful.
     
  17. AdR

    AdR
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    Sure, I get your point. Small details work fine with normal map + AO and diffuse, but things like the glovebox, need to be modeled.

    That interior looks really good! any chance to see the triangulation?

    I'll probably have some time this weekend to put more work into the Prelude.
    Once I get the interior done that'll leave only small details to finish, and should be ready to go in game to work on the jbeams :)
     
  18. Bakasan

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    Yeah, that's the just of it. If you want to get a better idea, have a look at the DAE files of the official vehicles

    My interior does not really have any triangulation yet (it's mostly flat planes). Anyway, the geometry should be grid like, mainly for good shading and also deformation (in particular the door cards, they should have polyrows the same as the door so you don't get clipping (i.e the door deforms as one)
     
  19. tdev

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    Looking awesome! :)
     
  20. ssm1997

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    i remember that interior like it was yesterday, lol nice job
     
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