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Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.
i know its not any hard thing but i changed wheel to fit with new graphics
"Force Reload Materials"
why spend $7000 to shave off only 3kg?
"performance" part pack for both pigeon based cars coming soon(ish?)
Made the Wigeon wheels into 5 lugs just to see how they would look on the beefier cars
Quite General Lee-esque
I don't think that this PBR thing can help me much, despite all the different maps, lack of graphical talent ensures end product will not be awesome or liked.
It took 6.5 hours to make that...
Black things are Beam bushes, billboarding turned black for some reason, so ignore.
I try to move vertices around, maybe I get it to be enough good then, although massive amount of gaussian blur might be better solution
Fixing my JATO and ram plow mod, and also making the code less of a mess, adding comments so maybe some people can understand how it works. It's way more complex than most people think, "How hard it could possibly be to just add JATO rockets to every car?". Very hard to do it in a way that it will instantly work without any setup needed so that nobody complains that the mod is "broken" when it's working but just they can't read how to use it. There are more comments than actual code lol.
Now the wheels are deeper dish than before
we do a little texturing
Obviously the DeLorean
More configs are getting done:
Of course I first had to go back to update the already done textures to make them compatible with PBR, which is a first for me, the mod was outdated before it was even released But was worth it!
It looks like the kind of thing one makes when they're learning, it's not the end of the world.
At a glance, I'd recommend the following:
Avoid large untextured surfaces. The windows don't appear to have any surface texture on them, just the global cubemap, making them look flat. A good official material to use as a base is 'highrise' from WCU, that should suit your needs.
Define your scale. To me, the upper floors look massive in comparison to the entry floor, distorting the perspective. Try to make each window between 3-4 units tall in Blender, that should put it in the range of standard commercial floors (entry floor is customarily a little taller).
Look at reference material. There are a bunch of rules and procedures for how real-world buildings are designed and built that are important to how they look. But with enough reference material, you don't actually need to understand any of them. Here is a good image of an office tower that might tell you what to look to improve.
It also looks like the concrete material's normals are flipped on one channel, probably green.
Remade the interior from the ground up. New 3D model and PBR materials
I decided to start hacking away at BeamNG.drive modding again!
I wrote my own UI from scratch in about 3 hours... It's very rudimentary and is literally what you see in the video.
I doubt I'll ever release anything with it since it would most likely completely break the game every update, and if I do it wouldn't have nearly as many features as the current BeamNG UI has. (though if enough people are interested in it I might make a thread for it or something, not sure yet)
I just figured some people would be interested to know it's entirely possible to replace the game's UI with your own.