Released 1989-1999 Cherrier Neuf

Discussion in 'Land' started by Schmitti, Dec 10, 2023.

  1. SSRG

    SSRG
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    It still has a little bit of jank with the model (or maybe I’m imagining things), but it’s looking much better than it was at the start :D
    --- Post updated ---
    As for the badges, I’m guessing you could use ones based on the Picnic’s (since it’s from a similar timeframe). Same with the gauges - of course I feel that you should ask LucasBE first before making stuff based on the Picnic (using assets from it directly seems like a bit much since it’s a paid mod, so making stuff based on it seems like the next best thing)
     
  2. Schmitti

    Schmitti
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    Yes, I know. especially in the rear interior there are some terrible looking areas. I will try, to improve everything at it´s best.
    Also, I (personally) think, that the materials look acceptable, but still not that good. I mean, it is in my opinion far from releasing it on the repo. At the moment, it´s on (again, my opinion) the quality of an modland meshslap. The model still needs improvement, but my biggesnt problem are the textures.
    Because there are not really any tutorials on how to properly bake, unwrap, and paint textures with the PRB workflow. The current textures look good, especially on highest settings, but due, to the model is not double sided, the other side looks very bad.
    If you or anyone else knows more about textures, then please help me.

    But on the other hand, everything is going well so far. Everything, left are:
    - skins
    - gauges
    - badges
    - configurations
    - proper textures

    Also, what do you think @SSRG? After completing everything mentioned, would it be able, to release on the repo?
     
  3. NeoLikesThinkpads

    NeoLikesThinkpads
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    акуратно! Це дуже схоже на серію ETK I!
     
  4. SSRG

    SSRG
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    As for the badges, I’m guessing you could use ones based on the Picnic’s (since it’s from a similar timeframe). Same with the gauges - of course I feel that you should ask LucasBE first before making stuff based on the Picnic
    I mean, at that point it’d probably be good to release :D
     
  5. Schmitti

    Schmitti
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    I added now some parts and improved the model a bit. Now it looks better at the outside. I now need, to make the whole model double sided. Do you know a trick there? I would duplicate the model part and scale it a bit, so it´s a little smaller, than the original part. then, I would flip the normals.
    Is this a good way, to proceed?
     
  6. SSRG

    SSRG
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    Probably, but it could also cause some issues. But, as long as you could just fix those (shouldn’t be THAT hard), then I guess you could :D
     
  7. Schmitti

    Schmitti
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    I dont know, I never did it. I hope, these issues should be able to fix. If I remember correctly, you helped someone, with showing an option in blender, where you can see the direction of the normals (red for inside, blue for outside). I can´t find it anymore. Where did you wrote it? It might be helpful.

    By the way, I added roof accessory:
    Screenshot2024-01-13120547.jpg
     
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  8. SSRG

    SSRG
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    I’ll find it somewhere maybe.
    --- Post updated ---
    Found this image on Google:
    IMG_1467.jpeg
     
  9. Schmitti

    Schmitti
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    Thanks! This helps me a lot!
    I will now try, to make everything double sided. This might take until tomorrow or even longer. But then, I will make (hopefully) new, proper textures and then everything will go on:)
     
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  10. Schmitti

    Schmitti
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    I got some news on the Cherrier Neuf.
    I now managed, to make every mesh double sided. At least, every mesh, that needs to. I also corrected some minor texture issues and improved the glass texture.
    Screenshot2024-01-14152200.jpg

    But there are a few problems.
    The model is not optimised enough for beamng. Not in terms of polycount, it runs smoothly on my low end computer, but in terms of polyflow. The model has areas, which have bigger vertices, especially in the interior. This lends to the impossibility, to assign a non baked normal map to it. Then, some areas look stretched and generally bad. I also tried, to add a skin to the car. But here caomes another problem in hand. The way, this car has been modeled. on most of the areas, the car has little sharp edges, with a tiny space, filled with vertices, which are not joined to the rest of the part. Every time, I unwrap it, every single, of these edge fillers will be unwrapped individually, which makes it almost impossible, to get a proper UV unwrap.
    Screenshot2024-01-14151939.jpg Screenshot2024-01-14152349.jpg

    But, to not talk only about the bad stuff, I got some configs assembled and added bloom lights to the car.
    Screenshot2024-01-14190015.jpg Screenshot2024-01-14192224.jpg Screenshot2024-01-14192153.jpg
    Now, I could release it, but then, everything you would get, is a meshslap on the level of better modland quality. But I want, to deliver something better. A car, that is fun to drive and has it´s own lore. My goal, to release the car on the repo, is miles away, because of the model issues and the bad textures.

    I now could remodel everything, but this would take probably longer, than to model it from scratch. Also, I still not have the knowledge, on how to create proper beamng materials in blender, then bake them and apply them. I currently use flat materials, which means, there is one material for the paint, one for plastic, one for the interior, one for the glass, and so it goes on. This is not, how Materials in Beamng work, but I couldn´t find any information on the topic, of creating materials in the beamng way (with pbr abd everything alligned).
    Screenshot2024-01-14182520.jpg
    (the current state of the textures, compared to a vanilla car with the same color)

    I won´t release it for now. I will look, if I can improve some stuff. BUt please, don´t expect to much.

    Greetings,
    Schmitti
     
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  11. Schmitti

    Schmitti
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    Okay, I sat down and thought, how to continue with the Cherrier Neuf.
    I got 2 possible solutions (ranked from worst to best):
    1. leave this project, how it is and release it, with dropping the file in the thread:
    That is not, what I originally wanted, but looking at the whole situation, it is the easiest.

    2. Find a way, to "connect" the vertices with each other, so, when I press L in blender, to unwrap for example a fender, it does look like a fender and not like this:
    Screenshot2024-01-15153607.jpg
    This would be the best way, because after fixing everything up with this method (if a method like this even exists), I would be able, to put actual textures on it. (I thought about taking the textures from the ETK I, because it´s the most similar vanilla vehicle, I found. After making everything fit properly, I would bake the new textures and everything would be fine.

    After this, the whole quality of the car is on a way better level and it could even go eventually to the repo.

    Tell me please, if you know a method in blender for the problem, I stated. This would help me indefinetly!
     
  12. SSRG

    SSRG
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    You can select 2 or more vertices (nodes), then press M to merge them. There’s a few options, like merge them to the position of the last selected, first selected or their center.

    Hope this helps :D
     
  13. coolcarguy#1

    coolcarguy#1
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    will there be badges on the car?
     
  14. Schmitti

    Schmitti
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    After some time passed by, I decided, to give this boy a few thoughts. I got in touch with UV mapping and currently experimenting with the interior textures. The main texture will be left untouched for now. I want to focus on the interior for now. If everything goes well, then I will post a few pics tomorrow or even today!
    --- Post updated ---
    New and better looking plastic and interior materials. Now I need, to make different materials for different interior colors. After this I will tackle the badges and smaller details.
    Screenshot2024-01-20204420.jpg Screenshot2024-01-20204138.jpg Screenshot2024-01-20204319.jpg

    I have to say, that I´m still not 100% happy with this, BUT I will release it, when I did my best with the textures. I´m still unsure, if I should try, to post it on the repo... What do you think? I mean, if you compare the work of Nekkit or LucasBE with this, then this is more modland quality, than everything other.

    But maybe, I´m to self critical (I´m still learning modding tho). Well, of course I´m wayto self critical! (I have to say, that this not only counts for modding. I´m in general a very self critical person and manage it, to turn me down often) I just figured out, how it works, that dosen´t mean, that I now get hired by the devs:p:p:p

    Well, I´m happy, I learned something new and hope, to see you tomorrow:)

    Schmitti

    PS: I released my entry for the Holiday Modding contest, a few days ago. Check it out, if you want. Pigeon Claus is happy, to deliver Presents with his "new" vehicular device:D
    Christmas Ibishu Pigeon | BeamNG
     
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  15. Schmitti

    Schmitti
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    I now got into messing with different colors for the interior. I got a black one, a grey one and a light brown one (not really tan, but also not brown). Now, I got the problem, that only a grey interior will be displayed and nothing changes, when changing the colors. Also, there is an "empty" slot in "interior color", where it not belongs. Maybe, someone know, how to solve this.

    As an information: I mapped the different interior materials to "neuf_int", which is the blender material. (I think, here lies the problem).
    EDIT: I looked at the skin.materials folder of the pessima and then mapped my skins for the interior the same way, but it won´t work...

    But otherwise, progress is there and will be posted, until I got stable results.
     
    #95 Schmitti, Jan 21, 2024
    Last edited: Jan 21, 2024
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  16. SSRG

    SSRG
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    To get rid of the “Empty” slot, you need to make it look like this:

    [“[slot name]”, “[default part]”, “[name in part selector]”, {“coreSlot”: true}],
     
  17. Schmitti

    Schmitti
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    It sadly wont work. Then, nothing is selected or is selectable.
    Beside this, I dont know, why (indepently, which interior skin is selected), I get every time a grey interior and in the materials editor, there is the grey interior skin displayed...
    --- Post updated ---
    I know changed the interior texture (not the skins) and it turned out, that the skins are simply not appearing. I set everything to the UV-layer 1.
    I know start, to run out of ideas, how it could be fixed...
     
  18. SSRG

    SSRG
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    Maybe see how the main body part has the “coreSlot” thing? It should have that. Or the Pessima’s Interior Skin slot.
     
  19. Schmitti

    Schmitti
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    I copied the line for the interior color from the pessima, which resulted in the same error... I even changes the whole variables of it from "skin_interior" to "neuf_skin_interior", with the same result. (I changed the slottypes for the skins as well)
     
  20. Agent_Y

    Agent_Y
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    Jbeam/QA support
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    If you have a problem like this, please post it in a dedicated thread, not in the mod's development thread, because it's super hard to find and nobody who can help will be able to see it. Could you post the skins Jbeam and materials so I can see what could be wrong?
     
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