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Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.
Aren’t you the one that’s making the shunter?
Can't believe it took us so long to get the glowmaps to work... But hey, atleast it's lit properly now
Second sun in our solar system confirmed.
Might as well be, considering that when you turn on all the lights visible in that screenshot, it does melt your PC
Tidied up some spots that really needed attention (especially the rear, looks much better now)
Spoiler: Updated Jbeam pics
Alr bro let’s see what you can cook up
You're basically insulting someone's work with almost nothing to show yourself
he's saying he wants to see what you can come up with
I always contemplated making a DeLorean... Though you beat me to it Good job, I like where it's going
Just saying, the wheel wells look a bit rough still... You might want to clean that up a bit;
The spots I noticed I circled in red, honestly you should smooth out the whole thing though. I recommend you use a Circle primitive as a starting point, delete the parts you wont need, and stretch it out (carefully) to match your wheel wells... Then the rest is then up to you
In addition I highlighted the accent trim on the front fender, not sure if it's supposed to end like that or not.
*EDIT* This information below may not be entirely correct in regards to Blender 2.8x.
Also, if you're not already, you should definitely utilize a Matcap to assist in making the body reflections nice and smooth... I recommend using the Red Car paint matcap from Blender 2.7x for this purpose. However, since Blender 2.8x doesn't include it by default AFAIK, Search "Blender 2.7x matcaps in Blender 2.8" in your favorite search engine and you should be able to find it. It should look like this;
And how it looks when utilized on a project;
(A; It's a 1969 Plymouth Valiant. B; No I'm not ready to release it, however it may go somewhere in the future. C; Please don't beg for it.)
The other Blender 2.7x matcaps are great too, and I'm sure there's also plenty of custom matcaps now that Blender 2.8 allows for custom ones to be loaded, however I find that this matcap is the least forgiving, and will highlight even the tiniest flaw... Which is useful for fixing both visual and specular reflections. Just don't go OCD on it and it will become one of your best friends when modeling
Otherwise, again I like where this is going. I remember when I took vehicle creation head on with my Gavril Vendetta mod. While that was a rough and messy release, I only kept on improving from there... I'm sure that if you stick with it, you will too.
Keep up the good work, it's nice to know that BeamNG now has a good, high quality DeLorean in the works
Thank you for taking the time to make such a detailed post on how I can improve, it really means a lot to me
Concerning Matcaps, I already use one haha, I believe it's called "Blurry Chrome". I started using Blender with 2.8 but currently use 2.91, but I still use that 2.79 matcap because I just really like it
As for that bit of trim, it isn't supposed to end like this, I just forgot to add that bit haha.
I have to make it a separate object because on the back to the future version there is a "Flux box" in front of that trim (which is removed in the movie as well)
(please ignore the unfinished texture)
And finally for the wheel arches and fenders/quarter panels : I did my best, I swear. I'm not the best modeler
Hope I could shine some light on your questions
FYI 2.8 includes a very similiar matcap, it's functionally the same as far as I'm concerned
Didn't know that, I use 2.79 still and was going off of some (probably) outdated 2.8x information I found online Thanks for the correction though. Granted last time I tried 2.8x I didn't notice that one, it must be fairly recent.
Yes, you were able to shine some light on my questions It's definitely looking good. There were some weird reflections I saw on the body around the rear quarter and doors that looked a bit weird, which made me think you weren't using a matcap.
I still see some room for improvement in the wheel arches, though they look great in terms of polyflow and density (for the most part.)
I highlighted some problem areas in the arches in red, and poly flow issues in light blue. The red line cutting through the arch indicates where you need to add an edge loop/subdivision, and the little red curves indicate where you should try to adjust the curve of the arch to be more consistent.
I also circled a spot on the front quarter you might want to adjust a bit, seems to be inconsistent with the rest of the wheel arch.
Looking at this again I noticed a few more spots I don't have time to highlight, though I'm not gonna be like one of those people who just hounds in on every single flaw until you fix them. Again, it's your project, and it's entirely up to you what you want to do, and what fits your skill level.
Good luck, I'm definitely keeping an eye on where this is going
These are looking fantastic, can't wait!
Finally started to make the rest of the car
(i put the transmission and engine from the civetta, and placed them closer to driver for gravity center point )
no offence to what you've done so far, but wouldn't using bluebuck/barstow assets be more logical?
Thanks for you comment (im not offensed ) i wanted to make this car with better handling, so even though the bolide is hard to control, it's better than the boats, and it also take less space
Biggest problem with that is that the Bolide's meshes are extremely outdated. They will probably get an update in the next version of the game so you can either wait until the update is released or use barstow/bluebuck parts (which are newer, more up to date). But after all it's your choice and you are under no obligation to make anything we suggest
Also, you should try to stay away from using subsurf on your body shell. Having a high poly density might make the car look bad in crashes. Take a look at official car's poly density for reference
Wishing you the best for the future