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WIP 1955 Peugeot 403 ( HELP NEEDED! )

Discussion in 'Land' started by driftking11504, Apr 19, 2016.

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  1. SergentFido

    SergentFido
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    the car is lot smaller, otherwise the convertible two doors Burnside by Bernd would have fit the shape pretty well as a start
     
  2. Ulrich

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    Yay, by what I understand It's a model car. Not false for the Jbeam.
     
  3. SergentFido

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    When the shape is good you can make a 1/1 scale car of it.
     
    #43 SergentFido, Oct 24, 2016
    Last edited: Oct 24, 2016
  4. Ulrich

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    I don't know, I don't know a lot in blender. Pretty much nothing. It's for that I'm trying to find a good 3D model...
     
  5. SergentFido

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    Sorry i changed my question into an affirmation.
     
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  6. Sieben

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    Well, yes it's a scale model. Can be done generally in 1:1 too, why not. The soft allows to get the precise patterns. Just another way the body can be done.

    But we are not about it. Guys I'am not promising anything concerning help with putting it into the game. To model it for this purpose. I've got some a bit better smoothed version that alters from the already known. And can put it here. And yeah, it may be not so accurate with comparison to original car. Just close to it.
     
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  7. Ulrich

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    Yay ! Thanks you. I guess the sedan version would be easier to put in game because of the burnside. Also the suspension is a little bit weird. I've a Peugeot 403, if that can help I can give you pictures. Also I should get the technical sheet of the car soon.
     
  8. Sieben

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    Ulrichou86 wow that's cool to know you own this car. And "in the theme" with all this stuff too. Photos, that'll be grate any way. The Peugeot is already itself is weird thing. I must say I collected pretty much photo/video stuff on the car and have got a bare carroseries photos and so on because planed to make a complete body panels as is. But than it appeared to be long story so I left the project to take the shape you see it now. Just outer body.
    The pictures may be helpful in the following aspect. There is photo modeling techniques, and that's good when taken walk around photos with the same camera and known focal lens length of the same object. The FL is given in the rough photo information on it's properties, so later it's easier to do some stuff with it. I also told about it in the topic the link i placed.
     
    #48 Sieben, Oct 24, 2016
    Last edited by a moderator: Oct 25, 2016
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  9. Sieben

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  10. Sieben

    Sieben
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    Used to do some improvements on it)
     

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    • 2841745.jpg
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  11. TWilliams458

    TWilliams458
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    Oh I thought it was gonna be a bump but it’s back! :D
    --- Post updated ---
    You know if you need any help BeamNG has come a long way since 2016 and there a tonne of people that can help out. Sadly I cannot but there are others that can. The model is looking quite neat :)
     
  12. Sieben

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    I only do 3d with it. And may be will be done only partially with it too).
     
  13. Lucaas

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    Id love to help out with the project! The 403 is a great car. (Just to be clear, you are officially making this car?)
     
  14. carsmin

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    nice!
     
  15. SergentFido

    SergentFido
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    Model is very nice :)

    If your purpose is to get it work in BeamNG.drive, the mesh is far too complex for that purpose though. Models for this game must have just as much polys to look good but for good deformation they need to get a grid like polyflow. Look at this page :

    https://wiki.beamng.com/Vehicle_Creation_Workflow
     
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  16. Sieben

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    What does it mean officially? ))) I can give it out in any stage right now for further work progress on it.

    I know how the model should be done..... The mesh can be reduced in poly count, it's matter of smooth amount.
    B.w. have a look at Forza for example, how dense the mesh is) Not BMg, but still)
     
  17. SergentFido

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    It was just an advice depending on what you'd like to do. I know about Forza, you post your model in the BeamNG forum.
    I just said that with that polycount it wont look good in this particular game and must be as low as on the page i've shown you.
    Your model is nice, very detailled. Reducing polyflow is one thing, but this game needs a lot of work to the mesh to make it work good when creating the jbeam.
    Maybe show us a low poly version of it so that we can speak/help/advice with the proper model for the game ?
    This is not critisism about your abilities, it's only discussion to help build the project.
     
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  18. Sieben

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    That's ok. Later on )
     
  19. SergentFido

    SergentFido
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    You can find the Burnside DAE file in the game vehicles folder for a similar body exemple, the ETKi shown in the page above is too squarish to compare :)
    It's always good to see how developers achieve their models to be good enough and deform well in the same time.
     
  20. Sieben

    Sieben
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    Don't warry.

    Don't give much attention to game actually. And not gonna do to put this staff to the game) Lot's of conversions from one to another all over. So not a big deal to mess up with it) They all are done in low poly any way initially, & for right high poly then, especially.
    --- Post updated ---
    mmm... it's screens in subdiv still, but all the same in polys, but wire is all the same there, and when with not so smoothed state for it.
    Screens still later on. )
     

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