This will be my first real project for BeamNG Drive. I started it quite a long time ago for RoR, but never got around to finishing it. I figured it would be a perfect fit in BeamNG, and spent the last couple days finishing it up. Its entirely my own design, and im sure ill find issues and have to change things around a bit for proper tire clearance, no clipping issues, ect. I didnt render with normal maps or specular maps, so the whole thing should look a bit better once its actually in the torque engine. I think that will be my next step.
No spare, what if i get a flat? haha, kidding aside would that be possible to put a spare on the back on an angle? and a question, would that change the way it sits and handles etc. if it was put on. (so it isnt useless i guess im saying) In other words looks great man, as others are probably saying as well i cant wait to put this to the test when i get my map done. Im loving seeing these buggys and other 'unique' vehicles being made. Makes me believe this game is going to be so diverse and fun in the coming years.
Do you think you could use the parts system to have body panels and/or different engines, tires, and gearboxes? Anyway, it looks great!
First off, nice buggy! Secondly, I'm kind of thinking out of the box here, but would it be possible if your at red line for X amount of seconds would it be possible for the headers to glow red? I think that would be an awesome touch for that beffy engine.
Great design, unique and lovely cantilevers... can't wait to try this, great modeling once again Squishy. Judging by the pictures you might need to do some more triangulating on those 4 links to make it more firm. if you are interested I could share my node and beam axle design that is perfect for simulating 4 links spot on with the mesh, we both used cheat a little back in the RoR days .
Thanks everyone for the great feedback! Ive made some slight changes now, made some new more crawler-like tires, and made the lights have a bit higher of a poly count, along with a better texture(although its hard to tell becaue my cycles shaders are crap ). The bottom links are very triangulated, but im not entirely sure yet how firm it will be. Will have to test out the node beam first to see. It might need to be adjusted and/or use some cheaty invisible beams. I added a picture where you can better see the link geometry
at the chassi side, all is ok, but axle side, the upper links need to be more near, and the lower links needs to be more remote Sorry for my bad english, a pic should be better http://www.overkilloffroad.net/lilpix/overkill_off_road_lil_overkill_4_link.JPG http://www.overkilloffroad.net/lilpix/overkill_off_road_lil_overkill_4-link.JPG
Just found this Hondune, looks amazing and very realistic. I love it personally, and i think others will agree with me.
When looking at the picture thumbnail, it looks like a real picture. I mean even the full size it still does. Excellent work.
OMG CHEATER!!! It is more triangulated then the first 2 pictures made it look, though you might want to triangulate the top ones as well or you will have a lot of roll steer. You'll always have roll steer with a 4 link, but if you use near parallel links you'll get a lot of roll steer, it would be almost impossible to drive it at higher speeds then. My Hellpig got a little bit of roll steer and it handles just fine (I do have double triangulated links, they give a lot less roll steer), the roll steer is noticable but easy to control. Beamng doesn't overexaggerate rollsteer unlike RoR. RoR did overexaggerate it a lot, even the tiniest bit of roll steer made your car impossible to drive at higher speeds.
Technically absolutely anything would, it would affect the weight, the aerodynamics, that would in turn effect acceleration, chaos theory ect.