Working on custom sounds, I had a one time chance to record this engine. Which one do you like better? The two combined 4 layers of the same engine, different rpms.
May have messed with some more lua (I know reverse should be on the bottom, I fixed it after recording)
where did you get the sounds from? It matches the revs perfectly (I mean like when its in 4k the sound should produce ~c note).
Done with the downtown city area, now to work on the residential areas. Thank you Autofan for these awesome buildings!
wow. that looks amazing. what did you make it in? i made a city in sketchup, but never had the patience to texture it
Glad to see those buildings being put to good use. All the buildings where made and textured within Sketchup.
Hopefully just finished updating the Moonhawk mod. Still testing. Updated wheels, suspension, glass and some other jbeam and new meshes. Anybody here knows how to create a dual deformgroup? Making something like Code: {"deformGroup":["group1_break","group2_break"]}, Crashes the game.
So i have the leaf-sprung covet on the backburner, although it is pretty much modelled... I am working on the covet now with a coil spring solid rear axle now. Parts from the GM mostly, since the mounting points did not need much modifying on the meshes from the GM, however the entire rear end has been bastardized in terms of chassis mount points, etc. I added the 5 lug hubs from the GM as well. Below is what I am actually mostly proud of. I combined the engine bay crap from the GM as well as the Covet, and re-shaped most of the individual boxes and parts, re-arranged them and I think it looks nice and full. The other main part that I changed up front is the GM V8 motor. It is NOW a V6, with DOHC (see the timing chain covers, I widened them as if there were 2 cams on each side), got rid of the #4 and #8 exhaust ports, (so only 6 exhaust ports now lol) and instead of the tubular headers, I am going to frankenstein the Covet's original exhaust manifold, however making it much more detailed in the process. The tranny, and driveshaft have been re-worked and scaled down to fit. This picture below shows the rear seats have been removed, the floor has been brought up about 8 inches to allow plenty of suspension travel in the rear axle. The gas tank is also mounted in the rear cargo area on the "hump". The hump running down the middle of the floor has been widened, and raised so to allow further travel of the driveshaft (still needs more height) so in return the seats and shifter, and ALMOST the dash (will need to be tweaked once I raise the tunnel more) have all been re-shaped. Now I have a couple questions: The picture below is one instance of separate parts that I would like to be part of the chassis/body mesh.... Is there a way to take these small mounting points, and "attach" them to the chassis where they are located? As it is now, these small polys are all separate. They are all named "Circle" in the scene tree, but because I did not want to name each one if there was a way that I can simply attach them permanently to the mesh for the chassis... There are a few other parts that I would like to join to the body mesh, or in some cases, take a part "off" the chassis, such as the front bumper reinforcement, id actually like to eventually make that a selectable part? I mostly need to know how to join/separate meshes...that would really make a lot of small roadblocks I am facing easier to manage lol See the 3rd picture above, with the enginebay crap, there are 2 different meshes there with the crap, how can I join them to make 1 enginebaycrap mesh? I hope its possible, and I am sure you can since blender appears to have a shit load of buttons that I have no idea what they do lol Other than that, I want to finish tweaking and modelling over the next few days. Next on the list is to basically texture what I added, and I am sure the textures that were already on the car will be ruined since I changed A LOT of verteces, around the whole chassis. Another quick questions last minute, I notices A TON of "duplicate" vertices within the meshes....I found the "delete duplicate" vertices button and it seems to fix that annoying problem. Are they there from Gabe, or are they there because of artifacting, importing, exporting, etc? Thanks for feedback and replies! I am finally comfortable in Blender enough to actually get somewhere, so its exciting. By the way this "mod" (whenever it makes it to light) will be a separate car all by itself simply because the chassis mesh has been changed so much. That, and I would like it to have a rough, rusty look, so I would like to learn how to texutre properly, and texture the interior with rusty floorboards and crappy, dirty seats, etc. That is a whole different ballgame I am sure.
Usually i find there are duplicates on my models because i have tried to extrude and then right clicked and that has cause duplicates to be formed. So you may have done that. You can separate things in edit mode by selecting what you want to separate and pressing p To join two objects select them both in object mode and press ctrl+j to join them. After joining two objects you will probably want to neaten them up a bit to make sure that they connect properly. I shall also channel Gabester for a split second and tell you to "fix your smoothing". Using edge split (its under modifiers) will fix most of that for you (just adjust the angle as you see fit). For texturing i think i remember something about adding rust and dirt to cars as already being something you can do. Either way you would want to take the original textures and modify them rather than starting from scratch. Even then it will take you quite a while to do.
So I finally figured out how to make a unibody. Also some interior updates. ..And wireframes. Any suggestions are appreciated.
It looks really nice. I think you could probably remove some of the polygons from the hump in the floor. Where that hump connects to where the back of the seats could possibly be an issue for deformation and shading as well.
Looks good! I always appreciate well-documented work 1. In object mode (where you can't edit vertices), select the child object, then the parent object. Press Ctrl+J to join meshes to a single object. 2. Duplicate vertices are a side effect of edge split. Smooth shading looks at the angle at which faces meet, and attempts to shade the mesh in a way that appears seamless, which is why smooth shading on very low-poly objects looks quite yucky. To sidestep this issue, edge split terminates the surface along the lines where the faces meet, creating two separate surfaces. Now the shading for the mesh is calculated as two separate surfaces creating a crisp edge where the split was defined. Since the geo hasn't moved, the vertices for the split surface lie on the same points in 3d space, creating duplicate vertices.
Wow it looks so incredibly pretty! The pillars and roof obviously need some more love but other than that it looks stunning I would also do the details on the unibody (next to the wheels) via normal maps...but that's just preference Great job on the dash too.