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Community Screenshots - Each post an image of BeamNG.drive

Discussion in 'General Discussion' started by 0xsergy, Aug 4, 2013.

  1. BBQ

    BBQ
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    Joined:
    Aug 27, 2012
    Messages:
    551
    Just chillin.

    screenshot_00260.jpg screenshot_00261.jpg
     
  2. n0ah1897

    n0ah1897
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    Joined:
    Jan 31, 2013
    Messages:
    625
    Somehow my wheel popped off and flew away. I wasn't even going fast. Just doing a burnout/donut.

    BeamNG 2014-03-01 14-20-13-84.jpg
     
  3. RORCAT

    RORCAT
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    Joined:
    Aug 5, 2012
    Messages:
    76
    A new mod I'm working on.

    A solid front axle Gavril D15.
     

    Attached Files:

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  4. Carrythxd

    Carrythxd
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    Joined:
    Jan 19, 2013
    Messages:
    227
    Crown Vic :D

    BeamNG 2014-03-01 14-06-18-15.jpg
     
  5. garyjpaterson

    garyjpaterson
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    Joined:
    Aug 4, 2013
    Messages:
    273
    End of a challenging road...

    BeamNG 2014-03-01 19-48-14-01.png

    - - - Updated - - -

    1/4 Mile start line

    BeamNG 2014-03-01 19-56-53-90.jpg
     
  6. Carrythxd

    Carrythxd
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    Joined:
    Jan 19, 2013
    Messages:
    227
    Helicopter Time!

    BeamNG 2014-03-01 14-27-58-98.jpg
     
  7. graysonk95

    graysonk95
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    Joined:
    Aug 5, 2013
    Messages:
    42
    screenshot10.png

    The cops will never catch up driving like Swervy McGurvy...
     
  8. chris_lucas

    chris_lucas
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    Joined:
    Dec 12, 2012
    Messages:
    1,445
    Hot Pursuit...
    BeamNG.drive.x86 2014-03-02 12-01-01-943.png
     
  9. NkosiKarbul

    NkosiKarbul
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    Joined:
    Aug 8, 2013
    Messages:
    438
    Damn that looks nice! i have to test this, thanks for the screens, didnt notice those skins before.

    Did build the perfect monster spine by accident just a minute ago... Landings with nearly no damage possible with a little luck and aircontrol.
    I believe i can fly :p Imagine a race checkpoint up there...

    IbelieveIcanFly.jpg
    Guess i have to make a video later. :)
     
  10. chris_lucas

    chris_lucas
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    Dec 12, 2012
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    1,445
  11. RedBolide

    RedBolide
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    Joined:
    Apr 22, 2013
    Messages:
    362
    I prefer racing in first person, so I didn't notice this for about half a lap.
    screenshot_00004.jpg screenshot_00005.png
     
  12. Fundador

    Fundador
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    Joined:
    May 21, 2013
    Messages:
    595
    Practising my rendering:
    untitled.36.jpg
    Took about three hours to render it! Its in Full HD at 1000 DPI
    Any suggestions or feedback?

    (not my model by the way but it started with no materials)
     
    #1952 Fundador, Mar 2, 2014
    Last edited: Mar 2, 2014
  13. Ehet

    Ehet
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    Joined:
    Nov 5, 2012
    Messages:
    163
    For a short moment, I thought it's real. :p
     
  14. NkosiKarbul

    NkosiKarbul
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    Joined:
    Aug 8, 2013
    Messages:
    438
    I can just offer what i know from my job as illuminator. lulz, i love the english word for that job.
    Problem is the background being a little blurry, i know its not that easy with such fake backgrounds. Not sure about the light collour used to light up the car, looks a little different than the over all feeling inside the garage.

    Also the light inside the garage(real life lighting) is very soft, as the surfaces have a very high refraction value. This mixes all the collours of walls and floor and also creates a very evenly distributed light in the room as you have no focused reflections from the walls or floor. The shadows on the wall left of the car and on the floor are to sharp for such a soft light, with the brightness in the garage you probably would see no real shadow edge at all, take a look at how much shadow the pillars throw. Additional, There are very hard and bright highlights/reflections on the front bumper and other chrome parts that indicate a bright light source only on a certain position within the room (behind camera). Those would be way more dull in real life, unless there is a second garage door behind the camera, but as the viewer cant see that, its better to not have such invisible light sources... unless it is the sun. The only light that should come from directly behind the camera and so the spectator, is a dull filling light, 20-40% of the main lights strength, if possible without any reflections. In real life this light mostly gets a white filter, similair to milkglass. The reason for this is the direction in which the shadows of that light will fall... they hit the object aligned with your line of sight. This results in all contours having the same brightness, while you mostly want a drop shadow that comes slightly off one side. Mostly 35-75° left or right off the camera, seen from the object you are looking at.
    You can try to throw bright spots from around 14-15 o clock of the specators view, as you see 2 doors, the viewers eye will easily accept more light coming from the right side of the picture. This light should have a slight touch of blue collour, in case you dont set up collour temperatur in kelvin directly, as it is supposed to be daylight.
    Any other collour should be set according to what kind of lightsource would cause this light, this is more important than you might think in first, but think about how the collour mix you see every day is created. Not by a single lightsource or by every lightsource having the same collour temperature. If you get to much of the same light collour or even only one, you will feel like standing in a laboratory.
    The interior is way to bright and in same time the only yellowish lightsource, looks like the driver stole a light post. XD

    What kind of renderer do you use excactly? Does it simulate light rays/particles with reflections? Speaking of ray reflections, not visable reflections. In some programs its called global illumination, in blender i only know cycles is one way to get such results.
    Do you use a HDRI dome light/sky? In combination with a good renderer, you can transport lightcollours of a dome texture onto your models, extremly helpfull to get realistic colloured light onto your models surface.
     
  15. Fundador

    Fundador
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    Joined:
    May 21, 2013
    Messages:
    595
    I'm Using KeyShot 4.3 to render, I believe the problem with blur is as a result of the depth of field effect i tried to emulate.
    Thanks for the advice though! Very useful post.
     
  16. NkosiKarbul

    NkosiKarbul
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    Joined:
    Aug 8, 2013
    Messages:
    438
    Seems to have a nice Raytrace solution for physical light calculation, you absolutely should use it in my opinion. Not sure if KeyShot even has other options than raytracing, this looks allready a little like raytracing. The point is you could create this also with not physical renderers and its not using their advantages. Physical renderer can achieve incredible results as long you obey enviroment, settings of light sources and materials. But most important, use the background image also as hdri light dome if possible, this will not only create a light mix from the collours of the texture, but also create reflections of the image on the model.
    If you did not do so allready, watch a tutorial asap. :p
     
  17. Snibeti-Snab

    Snibeti-Snab
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    Joined:
    Aug 7, 2013
    Messages:
    172
    I put the handbrake on and my wheels just flew off at 500mph :D
    screenshot_00082.png
    The other wheel went straight into the chute on the backround :D
     
  18. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,696
    Weeeeeeee

    te972GD.jpg
     
  19. chris_lucas

    chris_lucas
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    Joined:
    Dec 12, 2012
    Messages:
    1,445
    Pursuit...
    BeamNG.drive.x86 2014-03-03 11-54-24-076.png

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    Need For Speed
    BeamNG.drive.x86 2014-03-03 14-58-17-378.png BeamNG.drive.x86 2014-03-03 14-58-22-949.png b17a6858-a688-4702-af41-9a68502bcd21.jpg
     
  20. Snibeti-Snab

    Snibeti-Snab
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    Joined:
    Aug 7, 2013
    Messages:
    172
    Hmmm... Has anyone made that Cross skin? I might aswell make that :D
     
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