despite the deformation problems, this looks amazing! I never crash classic-looking cars, or classic cars in general, so deformation shouldn't be too much of a problem for me. I am looking forward to the final product
It won't. On the other hand, having both front fenders as one mesh will greatly affect the crashes, since if one fender gets ripped off or deformed, so will the other one.
When you export mesh from Blender, it will apply modifiers, so that all your parts using mirror modifier become one part with the mirror. That is fine for body and hood, but not for doors, lights or fenders, when there should be two part, you better off cloning the part, but if it supposed to be one part, mirror modifier works just fine.
open the .cdae of the burnside... or any official vehicle really... it gives a good idea how parts should be split into various separate meshes
I suggest you unwrap one of each part (One wheel, one leafspring) then duplicate the UV mapped ones later It saves you space and time, also optimizes performance
Hello m8's I have a few updates -Some parts have been separated and Duplicated *Fenders *Bumpers *Doors *Leaf Springs *Shock Absorbers *Suspension Arms *Some parts remain Mirrored like the Body, Hood, & Trunk -The propeller is now fully textured and it's ready to be Ingame -Driv3r1142 will put the propeller ingame, my big thanks to him!
I am really, really surprised this mod held on for so long, this has restored my faith in new mods. If you've seen some of my comments you'll know that I usually don't support mods because they always die. This one, I really am excited to see the outcome and boy, it's gonna be fun!
I must say, when people model something and ask for help getting it in game, it's usually never this easy and simple... Usually they're just modeling something, and that's it. They don't know how textures work or how materials work, or how to even properly separate their vehicle. Typically, when people ask for someone to help them get a model in game, it's usually like this; "Please help! I can model, but that's about it. I need help with textures and JBeam! All work will be credited." And they send you a model. That's it. No UV's, or if they are there, the model itself isn't split up properly, and sometimes can mess up work that has already been done when the model is split apart... @Atlas , with his 1944 Stryder Propeller, despite him not knowing everything, has sent me a finished product to get in-game; I have only had to do small and minor edits for BeamNG specific things, while the rest of the vehicle was already modeled, textured, separated, and ready to go. That, my fellow BeamNG players, is how it should be; If a person is making a mod for BeamNG, and they need help getting the vehicle in game, the person getting it in game should only have to do just that; Get it into the game. Ofcourse it's never as easy as getting the model, making a JBeam, putting together the material layers in the materials.cs file, and other BeamNG related things, but Atlas did a damn good job with what he did do, and has made this process pretty straightforward. I will have to do the glass, gauges, and lights myself, but that's nothing when everything else is practically done in terms of UVs and textures. Currently, I would say the vehicle is about 60-70% in-game. I still need to do some minor texture corrections to control reflections on certain parts and to correct the colors on the lights, get the rest of the interior in game, get the glass in game, get the radiator in game, get the fuel tank in game, and some other small things. I will show JBeam pics once I am happy with the outcome and have everything deforming as good as I can get it. This won't be BeamNG's most customizable vehicle, since I am only working with what @Atlas gave me beforehand here... However, what the finished product will be, is a wonderful fictional car representing the early and mid 1940s in BeamNG, something that we haven't seen quite yet; Slightly wild and open minded design ideas, poor crash performance, quirky suspension components, and overall just one of those cars that represents the rather interesting transition from horseless carriage to modern automobile. I can safely say, this will be a first for BeamNG, and we haven't really had a lot of those recently. Stay tuned, I should have more progress and development details soon.
The shading on the mesh looks very strange, have you seen what the shading looks like in blender with a matcap? You can select a much glossier matcap to see how it would look ingame, it is very valuable for spotting errors in shading
Yes I did but (Multiple matcaps I used before to be exact ) I didn't notice any errors, if there is errors on the model I can't fix the model right now and send it to Drver3r1142 again now that he did the scaling and centering process to properly reach it ingame. But would you mind pointing out the errors if there is? I'll take note of it for my future models