WIP Gavril Vector (Engine Process)

Discussion in 'Land' started by Fy42145, Jan 28, 2025.

  1. Lordlichi2006

    Lordlichi2006
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  2. Duh anime addict

    Duh anime addict
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    look at the avior
     
  3. Lordlichi2006

    Lordlichi2006
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    I don't think the avior has modeled badging apart from the luxury badge that's floating and not flat against the body
     
  4. DigitalCombatSimFan

    DigitalCombatSimFan
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  5. Duh anime addict

    Duh anime addict
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    Look at dae
     
  6. Louie's Workshop

    Louie's Workshop
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    BreathNG.drive
     
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  7. Fy42145

    Fy42145
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    It will be free
     
  8. DigitalCombatSimFan

    DigitalCombatSimFan
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    Ok.
     
  9. Fy42145

    Fy42145
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    This is a fairly simple emblem, which is much easier to create than most modders do with the complicated textures using only square object emblems, such as @Finn Wilkinson, who has created these more complicated textures using only square object emblems so far.
    --- Post updated ---
    I used this texture from the existing texture that comes with beamng, just adjust it
    --- Post updated ---
    Screenshot2025-04-04000531.png
     
    #229 Fy42145, Apr 3, 2025
    Last edited: Apr 3, 2025
  10. Lordlichi2006

    Lordlichi2006
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    upload_2025-4-3_22-50-46.png upload_2025-4-3_22-50-54.png upload_2025-4-3_22-51-40.png
    the ones that come out of the body arent flat, the ones that are against it are
    and if theres any badging on the engine its also flat
     
  11. Duh anime addict

    Duh anime addict
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  12. Fy42145

    Fy42145
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    I'm working on a new mod project for sunburst
    Screenshot2025-04-08022338.png
    --- Post updated ---
    So about this vector thing I put it on hold for now, I'll continue it after this sunburst mod project is done
     
  13. DigitalCombatSimFan

    DigitalCombatSimFan
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    Ok! I hope the project goes well!
     
  14. elimiel2

    elimiel2
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    o
    h hell na copying figs???
     
  15. DigitalCombatSimFan

    DigitalCombatSimFan
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    I didn't know figs made that post already.
     
  16. elimiel2

    elimiel2
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    n
    o the pfp
     
  17. Fy42145

    Fy42145
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    Update
    Sunburst is almost done
    Screenshot2025-04-19200012.png
     
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  18. neymar_19932

    neymar_19932
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  19. Vibestation 5

    Vibestation 5
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    Late reply, but traditionally we use squares (with the texture) instead of modelled badges in exception of a few things (ornaments, or if the badge is part of the grille like in certain cars, e.g Transporter, C-Class, and many others.), this is for optimisation purposes, and a lower polycount in places where full 3D Geometry isn't applicable. BeamNG devs and other developers in other games do this practice.



    With flat textures, they can look just like, or better than their 3d text counterpart with normal maps, less polygons that aren't necessary. Normal maps, if used in the right way, can add more detail to your geometry, without adding more detail to the final mesh, which could otherwise be used in a normal map.
     
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  20. Fy42145

    Fy42145
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    But this is still quite difficult for me, because it is directly related to making textures, while textures are very time consuming and complicated to make, plus I have difficulty doing it in the world editor, so for me as a beginner this is a good thing as an efficient and easy way to make, while the textures I use are the default textures from the engine.
     
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