I wouldn't do panel gaps, I'd just bevel them out with normal maps. Like in the workflow post. Also, I can't really help you with the suspension question, I haven't gotten as far as putting anything in the game yet, only modelling stuff.
Sadly I can't find the solution of my exporting problem If no one can't tell me how to export the mesh to beamng I will have to abandon this project See my ".dae exporting problem" thread for more info.
Do I really need a jbeam file to just open the mesh in Torque 3D? If not I faced up my first problem in getting the car in-game. http://www.beamng.com/threads/3570-dae-Exporting-problem?p=39800#post39800 I'm really confused that only I have that problem and no one can tell If I'm doing something wrong?
The car model itself is coming along great I think Here is my progress on the frame 'till now: This will be very cool in game if I manage to solve that problem and make all jbeam stuff - - - Updated - - - Update: What do you think? - - - Updated - - - I've made some wheels and other fixes. Here is the 3d view: https://sketchfab.com/show/d48fd3a1bd9c417c91e09d3a72b4e7ef
The main thing I notice (and Nadeox1 makes this mistake too) is that the corners of your pillars miss the big rounded reinforcement like this: (imported from here)
Ok I'll have this in mind. I've made better wheels and some interior work. Here is the 3d view https://sketchfab.com/show/f11f5683f7d84389a89ef3398848e684
Problem solved!I managed to export it with a help of gabester and Elvisnake Pictures: - - - Updated - - - I have a problem again.When I import the .dae for the first time is it OK. But After that it creates "e60_touring(2).cached.dts" in the folder and when I import it after that the whole car becomes orange.If I delete the .dts file it becomes white again.How can I stop it making that file?
The game put your file in the cache and loose the path of your material during this operation. You must take the file and write in the path of the material you use or in the world editor edit the material. But don't be occuped by this cause you 'll have not this probleme when you will make your bmw as a car. I am at the same point, finish you meshes first, after you will begin the textures stuff and n/b.
I don't know how to edit the material or write the path.For now I'm making the suspension parts and the engine.Thank you for the advice
I'm starting school right now so don't expect big progress.Modeling the suspension takes time so please be patient
Don't worry this project is not dead I just don't have much time to stay on the pc, because I have to study hard this year. This is the progress until now: Started the engine block and the front susp. This is my first suspension I model so it isn't perfect. Share your ideas about it... - - - Updated - - - Here is the 3D view: https://sketchfab.com/show/f11f5683f7d84389a89ef3398848e684
You need to see on the real car all the pieces the suspension need. It is a complexe multi links liaison at the rear and the front. These pictures will help you to understand how it's made: Your modelisation is too much aproximative, you need reduce and good size the spring etc. Hope this mess help you.
Gabe's blog post on vehicle workflow mentions polygon density, and the areas which should be modelled in high and low poly, with suspension being the latter. He also writes about consistency. If you're modelling a-arms in low poly, just about everything that connects to it should also be low poly. I'm looking at your model, and there are some absurdly high poly parts running through a low poly part. Take a look at the image below. Compare the springs. Yours looks to have >15 sides, whereas mine has 6, while achieving a similar appearance. That pin running through your a-arm? Holy mother of jesus, that thing has 203597 sides. You get the point. You should also study how each component in the suspension works, so you have a better grasp on how it should be modelled. I found this YouTube channel to be especially helpful. Also, dissect Gabe's cars and see how he's modelled each part. The suspension I modelled is based roughly on the Bolide's, and a scale F40 I had lying around. (imported from here)
I'm running a gtx680 and I have no idea how it's possible to make things more complex but running more than one vehicle at a time and have smooth frame rates. Man if we can do a 10 car demo derby and SMOOTH.....man I can wait for the final product. Maybe running a gtx 980 by that time Sent from my HTCONE using Tapatalk 4
I could eat a bowl of alphabet soup and shit a more coherent sentence than that. I have no idea how your post is relevant to this thread, but I'll bite. The 680 is a relatively old, but still competitive card. If you can't spawn more than one vehicle and maintain a decent framerate, your CPU may be too weak.
Sorry just a random thought with all of this modelling talk. I can't wait to see this bimmer on the test track. This community rules Sent from my HTCONE using Tapatalk 4
Thank you all for your critics!Maybe i love to make high poly models, but i will reduce the polygon count especially on the spring.Thank you for the pictures i will try to make the suspension similar to the real thing so stay tuned
Here are some fresh new renders: Share your ideas and suggestions about it P.S.Updated first post to show you the progress in real time.