Shortened T75. Planning on eventually deleting everything but the frame and using Multi-Dae. (imported from here)
I've been here since before release and I think I have less than a few hundred. ;-; Edit: 500 odd. Screens of something special soon (;
Awesome. Does that mean that those of us who get terrible FPS with all the wheels will get good performance with this? (I get ~22 with all wheels, regardless of the map or speed. 100+ with one rear set removed.) As for post count, I spend a lot of time here but I don't seem to post very much compared to some of you, especially compared to 6677. And I've been here longer too.
Thanks! And thanks for the suggestion... Although I'm not sure if I put that window guard on the deck or fixed on the frame behind the cab. The first one is more common, but the second one can double as a moving ramp. Edit: Multi-DAE is great Unfortunalty it is/will be difficult to rotate (You'll have to recalculate the height of every portion of the part) the added parts. In this case it's a lot easier to raise the height of the tow hitch to the D15's tow hitch height than rotating the trailer. Edit2: never mind, just move the entire trailer a bit down. I think I need some coffee.
Dang you nadeox I was thinking about making a bunch of custom rims but you got the spotlight first lol
getrekt View attachment 41522 View attachment 41523 View attachment 41524 Maybe too modern, would fit better on Covet or Sunhurt. Full Album with all the rims I made so far -> HERE
my new map i'm making here's some pics and a trailer. Forum thread:U-K-England-map youtube trailer link:https://www.youtube.com/watch?v=H9ir8xCGiQo&feature=youtu.be EDIT:More progress shot's of the WIP runway town area and more tree lined roads
I like your wheels, but the mismatched bolt patterns really bother me. You can see the bolts from the brakes poking through the wheel because the Grand Marshal uses a 5x114.3mm bolt pattern. You also had a 5-bolt wheel on the Covet (which is a 4x100mm bolt pattern). Cars don't use 6-bolt patterns at all, really. That's reserved for trucks. The vast majority of cars are 5-bolt, predominately 5x114.3. Compact cars are 4x100, sometimes 4x114.3, but even those are moving to 5-bolt now. A suggestion: model your wheels with a number of segments that's some multiple of the number of bolts and spokes. For example, if it's a 5-bolt, 6 spoke wheel, it should have 30 segments. 5-bolt and 7 spokes should be 35. 4-bolt with 10 spokes should be 40... etc.
The only cars that uses a 6 lug pattern to my knowledge is the Dodge Viper, and the first generation Cadillac CTS V.
And the funny thing is that it's because the Viper used the wheel hubs off a Dodge Dakota pickup truck. I don't know much about the CTS-V, but I imagine it too borrowed hubs from a truck to deal with the increased torque.
What is the reason for that? I mean, 40 segments sounds pretty high for a game model wheel. Or does it make it easyer to model them?
The way to model wheels is to start with a cylinder with the right number of segments, then cut it into pie slices that you duplicate later on. It has to be a multiple of the number of bolts and number of spokes or it won't work. 30-40 is a good range to look visibly smooth without wasting polygons. For example, if I'm making an 8-spoke wheel with a 4-bolt pattern, I'll make it 32 sided. This gives me pie slices of 4 segments per spoke - if the spokes are symmetrical, you can even slice it down to 2 segments and use a symmetry modifier. The central hub with 4 bolts will be 16 sided and connect to the rest of the wheel (the number of segments will halve as the polygon flow moves inwards to a smaller diameter circle).