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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. NinetyNine!

    NinetyNine!
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    Vehicle Artist
    BeamNG Team

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    that's not planned, sorry
     
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  2. TheDiamondLord8

    TheDiamondLord8
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  3. Gavril T85

    Gavril T85
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    Pessima has FWD so it can keep driving after it's split.
     
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  4. TheDiamondLord8

    TheDiamondLord8
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    Burnside next?
     
  5. Dean Wang

    Dean Wang
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    screenshot_00288.png screenshot_00289.png screenshot_00290.png
    screenshot_00287.png
     
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  6. Dean Wang

    Dean Wang
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    separated all doors took me a while :)
    screenshot_00298.png screenshot_00299.png screenshot_00300.png
     
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  7. EcoNadder77

    EcoNadder77
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    screenshot_00163.png screenshot_00162.png
    Steps are starting to take shape.
     
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  8. Evandman12345

    Evandman12345
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    Banned

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  9. EcoNadder77

    EcoNadder77
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    I think I'm going to stick with 2 stories for now.
     
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  10. Bakasan

    Bakasan
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    Honestly this looks great! Design wise it's authentic enough to be a believable design that could work irl, and yet not an obvious rip off, so good job on that front (* -_・)oO○
    That said, there are some modeling aspects that should be addressed sooner rather than later
    Fitst of all you should always avoid edges that just terminate. Think of the model as a 3D grid, where the edges flow continuously until the end of the model. I drew an example to make hopefully easier to understand
    xampl1.png
    Here's how your model looks now. Notice how the vertical edges of the body terminate at the bottom of the door. This is undesireable in a model, especially one which needs to deform, as this will result in a non-uniform deformation (in this case between the door and lower body)
    xampl2.png
    You want to aim for something like this. Note how the edges continue from the body through the door (and would continue through the rest of the model). This will ensure that their are less gaps, shading errors and weird deformation in the model.
    xampl3.png
    You can also use triangles to "fork" the edgeloops, when you want to decrease or increase the amount of edgeloops at a point. A good example is at the corner of the door. Notice how I've made the triangles work with the natural shape of the door, this is one of the better ways to triangulate. On the bottom front though, this triangulation is not so desireable, you'd be better off continuing the edgeloop right to the bottom. Triangles are mostly used on things like wheel arches where you have a high poly-dense object (the arch) merging with a much less poly-dense mesh (the rest of the body)
    xampl4.png
    Here's a more complex example, here we have some circles inside a square, I've used hexagons as basic "control loops" to try to minimise the use of thin triangles (which can lead to bad shading) without making the bounding rectangle ridiculously high poly.

    It is also important to allocate edgeloops properly, curvy areas should have more polygons, whereas flat planes can make do with less. The model looks a bit distorted atm, likely due to the high amount of edgeloops (that aren't properly controlled) on a relatively boxy car. I'd encourage you to have a look at some other models, specifically low poly but detailed/well made ones. I've provided this Z31 of mine as an example:
    zx1.png zx2.png zx3.png
    (ignore the 'x' meshes on the roof, that's just cuz it's mirrored, not meant to look like that)
    Notice how the edgeloops on all connected meshes are continuous. Also note where I've allocated more edgeloops, and where I've used less.
    As a beginner to modeling I would honestly recommend you start modeling something of a similar poly density to the model above, making sure the proportions are spot on and the mesh is not distorted. Keep in mind you can always add in edgeloops later on to increase the poly count as needed:)

    keep up the good work comrade!
    Just tell them tough luck?! :/

    Any respectable content creator makes it for their own personal pleasure, NOT to impress/fulfill the demands of others (unless there is money involved)
    If you haven't noticed most if not all content creators both here and among other communities don't set definite dates for when their content will be completed, because the cold hard reality is that this shit takes time, and more often than not there are unforeseeable complications which will elongate the development progress.

    For an experienced content creator to make a mod in a given time frame (lets say a month) is no easy feat. For a beginner it's plain stupid!
    If you're only doing this to gain fake likes from your fans or whatever then I seriously think you need to get your priorities in order, and perhaps consider other hobbies...
     
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  11. Ai'Torror

    Ai'Torror
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    Do you want some help with Jbeam? (I'm trying to get few modders together and create a big expansion pack for the bus).
     
  12. Spiicy

    Spiicy
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  13. rocksim

    rocksim
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    I'm fairly certain that putting it on the roof would make it over the 14'6" national limit (if it isn't already), so most double deckers in the US (although rare) have them mounted in the back, sort of where the engine would be mounted on the lower level.
     
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  14. Dean Wang

    Dean Wang
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    • Agree Agree x 1
  15. EcoNadder77

    EcoNadder77
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    I think I understand what you mean.
    Also, the bus is currently about 14ft give or take a few inches.
     
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  16. Nathan 03

    Nathan 03
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    Awesome! I ride on a double-decker bus to school, so it'll be cool to see how this mod turns out. Also, one bus which go s to my bus stop is a similar looking late 1990's bus so I hope it looks a bit like that.
     
  17. 2000ToyotaCorolla

    2000ToyotaCorolla
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  18. Teoman

    Teoman
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    what happened to the submarine
     
  19. BombBoy4

    BombBoy4
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    I know I'm probably a bit late, but..
    screenshot_00035.png
    fallout4ever
     
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  20. Re:Z_IA

    Re:Z_IA
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    Thank you for the tips! I've started by fixing the doors and making a few of the edge loops more consistent. (๑•͈ᴗ•͈)
    Screenshot395.png Screenshot396.png Screenshot397.png
    I'm going to also try to limit the amount of edge loops I have on flat planes like you recommended. Looking at some of the meshes of the stock vehicles, I think I have a general idea of what my mesh should look like, and I think if I control the edge loops around the fenders better, I can massively decrease the amount of redundant edge loops I have right now.

    I've never (correctly) modeled something as complex as a car from scratch before, so this is all kinda a learning experience, haha. (。◝‿◜。)
     
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