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Discussion in 'Content Creation' started by ShaunHuggins, Oct 8, 2017.
Doubt he does anything on it
yeah, i think this is a little dead
I am still working, just GCSEs are getting in the way a bit but I do have a jbeam and a sort of info.json file any help would be appreciated though
can we see some pics? I want to see some recent progress
Yeah sure, here you go
Your doing the jbeam? Not easy stuff, but good luck, It looks good! I almost think it would be easier to make a lowpoly mesh in blender the shape or your vehicle and all the parts then put it in the node beam editor. its not easy to explain if you are confused i dont like how hard it is to use the node beam editor, and if you mess up you cant undo it
looking good, glad its not dead
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if you want i have a name you can call it Ainsley Kipper when its done
Arston Minnow (Minnows a small fish)
is this still in development?
If the author is going by the poll, than I would assume so. But this post has been pretty quite, and you never know what can go wrong in a modder's life that takes away time from making stuff.
Yes I am still here, having problems with blender and obviously family are round so progress is slow but I am getting early jbeams made, see the pic in my prev. post for it
Yay glad to hear it, take as long as you need. THIS MOD IS GOING TO BE EPIC!!!!
Hi all once again, I have been working on it a bit more mainly adding small changes so that it isn't exactly a mini but a small if you will. Here are some pictures. Note how the window area has been cleaned up and the wheel-arches are looking cleaner now.
Two things that might help you, keep your edges straight, for example from front wheel arch, you have edge (those black lines) kind of leaning back instead of going straight up, second thing try to keep distance between edges somewhat uniform, more edges where needed and less where not needed, from front arch forward you have lot of small gaps between edges, you could join vertices there, you don't need all those edges going all the way to front.
As a bonus tip, press N and you get transform float (if you don't already have one), where you can see coordinates of vertices/edges, use that to set vertices or edges to same level, then choose several edges by using shift and drag all of them together, like this:
That is just horrible low poly mock-up I made to show how to deal with that front arch and how to use transform and multiple selection. I just extruded edges then joined vertices so that instead of having a square I got triangle face, that way it is possible to add or decrease density of edges and generally cleans up the mess and makes modeling easier.
Anyway those bits of information really made it possible for me to get some modeling done in Blender, I did try to eyeball first, but no luck, using coordinates and copy pasting coordinates using that transform float made modeling a LOT easier and more fun.
Update: Also when you select vertex or edge, hit that dot on numpad, next to key 0, that kind of sets zoom, so you can then see things, because after a while it becomes hard to zoom in enough, pressing that key fixes that and have blender set so that it centers view on selection, that was somewhere in options, that is if you have not set that.
Those things made big improvement for me, maybe some of that is help for some other new to modeling too.
wow thank you, I will make sure I do this to get the best results
I don't know if this helps you, but it is how I try to 'see' the model, following these principles to some extend kind of helps later when need to make adjustments and how light behaves on surface, but I'm really not a modeller and this mock-up is quite terrible (I'm quite sure that at least front of the wheel arch should be made differently, also I think I could use more even spacing of vertical loops), but it might help you to pick up how to 'see' those lines.
Here are edges straight, those selected are edge loops, Y-axis withing each loop has same value.
Same thing here, but this time horizontal, so Z-value is same within a loop, technically round edge of wheel arch belongs to loop too, but there is exception to rule as Z-value is different, so I try to keep it simple and selected only straight edges.
Last one is what I like to think like a peck of a bird, small ends face each other, big ends face each other, but rarely big end faces small end.
It is also worth to note that I use extruding, I start from a plane and not from a cube, I select edge, hit 'e' and then 'x', 'y' or 'z' depending which direction I want to move new edge, 'w' to weld vertices, other keys I use are 'ctrl-c' and 'ctrl-v', 'shift', 'esc', 'enter', 'tab', 'keypad-dot', left, middle and right mouse button, not really much else.
Hi guys quick update and unfortunately it's not good. (yes I know this is soon after the last one but it is important) My blender and node beam editor are playing up and I can't get a .jbeam exported for early texturing and testing, this is most likely my fault and if you want me to e-mail the model so you can take a look then PM me. I am doing this on trust and hoping you won't nick my idea