the stripe will most certainly be the last thing i do, ad once you UV map a model it is basically set in stone in terms of shape and me i like to constantly tweak things so I always put off UVs that said I have thought of a good workflow for the second skin UV channel, so i might try it later
So apparently, the 0.28 update "broke" my Nomi GT wing on Sunburst – or more specifically, the trunk wouldn't open with it installed. Fortunately, it was easier to fix than I expected it to be.
I am the most serious mod maker and I am very serious about making quality fruits that can almost break the speed of sound i think if i add more orang juic and remov vegetal then it may be able to do 1000km/h, we shall find out (also yes I am a good week late for april fools I know)
Is it only me who looks at their topology from like 1-2years ago and wants to slap themselves with a hirochi sunburst rear door card?? may redo this thing later idk here yuo have it now
That doesn't look half bad tbh... Mine from a little under a year ago was slightly worse; Compared to the C2 shell (An older version I copied over to compare is also somewhat visible in the last screenshot; ) That's not to say I've gotten over all of my issues so far... Asides from a lower amount of edge loops here and proper holding edges/loops around the panel cuts, the C2 and C3 shell topology quality is very similar (Spacing issues, too many edge loops in places, triangles, etc.)... Not exactly fond of that around some of the key detail areas like they window corners, vents, taillight openings and whatnot where I ended up resorting to triangles quite substantially Which I did end up having to fix some of that earlier when I added in a big part of the fuel filler area on the C2 shell; Which, I had to knife in, and admittedly it screws up the topology significantly. Circle has 32 vertices (17 when cut in half as seen here) going into an area that doesn't have that many available edge loops to match. I originally planned on just sticking the fuel cap on, since initially that's what it looked like in the pics, but as usual finding a few closeup reference images tells a different story there, which resulted in a sort-of emergency edit; The resulting damage is substantial, and since this isn't a completely flat surface all of the triangles negatively impact reflections and even shading. Since I want to avoid allowing triangles to proliferate beyond small areas and/or controlled areas, I went ahead and did a few tweaks to the poly flow to attempt to improve the integration and transition; Kinda still wanted to clean up the edge flow on the rear deck after that, so I had to add in an extra edge loop down the quarter panel and then subsequently had to rework that and the deck to do it right, but the end result was worth it I think; Also went ahead and adjusted some of the edge spacing on the roof, could fix a bit more of that later but it's fine as of the moment. There's still quite a few triangles, particularly in the step-down transition between the filler area and the roof, but they're contained within the surrounding control loop and have no major impact on shading; On the downside, I've got a mess now on the lower quarter panel; Not to mention the other areas that are still being held together by triangle shenanigans, and even the literal end point of the roof (Which terminates as a bunch of triangles.)... Oh well, I'll get it all sorted out eventually edit... fixed a typo
Did a bit more work today on the taillights; Still need to add in the bulb and finish the back of the housing, maybe revise and detail the lenses a bit more too at some point... The lens is 2 pieces atm, based off of observations I made the textured portion sits underneath a smooth exterior cover, so that's how I have it set up. The 2 visible textures themselves are done with some shader node shenanigans, using wave textures, math and bump map nodes to simulate what would otherwise have taken significantly longer to model by hand to get worse results.
my brother in christ i would do many a heinous action if something like this was a mod you chose to pursue in the future if KLJP wasnt any indicator, the more 80's japanese scrap in the game, the better lmao more on topic, im loving how the claria sedan is coming together. you're checking all of the boxes I wanted to see checked, super sick stuff
Yeah, I really do like how the design of it turned out and body/interior is modeled, I just need to bring it up to my current workflow, clean the topology a bit ect.. and of course throw it back on the etki jbeam (layout wise it is very similar so yeah) Once I make some more progress on it I may start a thread (which will be what 4 or 5 simultaneous projects) Claria is coming along nicely too just redid the taillights and rear fascia, all done from scratch this time (usually that is the best way to do things I have learned lol) otherwise mostly just small things to tidy up, though these tend to be the most time consuming and painful to do As for the wheels I did convert the GT wheels to 5lug, but the steelies are gonna be a pain namely with the way LJ did the textures going to be very difficult to get it looking good without basically rebaking all the textures so I might just leave these steelies 4lug and instead use BeamNG's 14x5.5 standard steelies, they are also pretty close design wise And also for the GTz, might just go with some narrower Alder Rush wheels and then yeah that should be the wheels sorted
dont run yourself dry lol i know you know that but its how promising projects get put on the backburner to never return.. ask me how i know LOL id love to be on the 'creative team' for it tho regardless, keep it up
Did the mirror last night before bed; (don't mind the blueprints collection has more than prints in it... Some stray stuff got in there unintentionally...) Just some simple sub-d modeling stuff, nothing major. took less than an hour with reference pics. And with the mirrors in-place;
Started working on the wipers earlier today right after my last post, figured I'd go ahead and tackle one of the more difficult parts head-on instead of procrastinating it further. First up, the blade; Started it as a simple block-out and worked my way up from there... Since I decided to separate the placement and fitment part (deforming it to fit the windshield curvature) after I had something to work with, it really wasn't that bad at all. I had also modeled the arm mesh at the same time, then went ahead and positioned and adjusted it first; Then I mirrored the arm, adjusted its position slightly (The passenger side wiper sits slightly higher than the driver's side,) then started positioning the blades; Also interesting to note the IRL detail of the vent reflection is showing here... Some magic's going on here with the simple deform modifier here for the blades, was definitely surprised at how easy that was to set up; And full view with them in position; Overall it wasn't nearly as difficult as I was anticipating, and the end result, imo... Worth the extra effort for sure
wow looking very nice, yeah these details are coming along very nicely so just keep it up Thanks, and given how long I have been doing this and am somehow still here I doubt I will be running dry anytime soon I do wish I could be a little more productive tho, 10 projects at once or just one I still take forever to do things Plus I am generally the type to give up on my projects (even after what 10 years the 86 shall return some day too) Anyways I guess this boi is back now lol topology wasn't quite as bad as I had thought, just some small areas need to have reworked edgeloops, removals of tris ect... already started redoing all the bevels, fixed the front arch shape and so on most of the car and interior is already modeled anyways so it should not take much point to bring back up to standard, at which point I will likely create a development thread even managed somehow to create some fancy gauges for it, can't let these go to waste or these nice factory meshies Also sorted the colours for the one of the factory two tones, a nice shade of Deep Blue Metallic over Platinum Silver Metallic and a quick little Claria updat, I converted the Alder Rush slotmag wheels to both 14x7 and 14x8 sizes, so that they fit nicely on the Claria Slight update always hated the dash I made for mystery JDM saloon, always hated the old dash mesh so I started to model a new one and now the front bumper topology is fixed too (probably the worst offending part of this model lol)
Isn't that like way too high-poly for Beam? Or are you going to bake it into a lower-poly model with normals later? Please teach me, I have no idea about modeling with normals.