That's when you have shading in the texture right? I most likely won't do that, but rely on the model's geometry to do the shading. Keep in mind that Gabester's cars work like that for their body texture, and it looks fine, so long as you have a good model.
I don't think I would rely on geometry alone to do the job. I'm all for keeping things simple, but with Torque's not-so-brilliant method of indirect lighting, the shaded side of even the most profoundly detailed untextured objects will appear as a uniform mass of a singular color. Without SSAO, that is.
Looking nice! it seems like you're going fairly detailed, and everything appears in the right place. The only nitpick is that the headlights on the inside face forwards, and do not curve with the glass (they are also slightly rounded around the edges, not completely square) Odd, I don't use any SSAO (because it would kill my PC), and the lighting system works fine (though in shadows it's a bit monotonous). Anyway, I still don't think baking the body map is a good idea. It makes editing the textures harder, and if you have black or dark paint, it makes little difference. Keep in mind that the default vehicles have a solid colour for the diffuse layer. There is some AO baking on the specular layer, so perhaps I may do just that (more so on the underside of the vehicle)
A car will look basically totally flat without AO on at least the specular, especially in white. SSAO is quite rough looking atm so its still a better idea to use AO on the body specular and most importantly of all, the underbody and mechancial parts. Just look at some of the converted cars and you'll often notice their fake or flat looking textures.
Making an R4. So after a day of separating parts in blender (didn't know how before today) I got this together. Currently only on the Example car Jbeam but. Might actually finish this unlike every other project I started for beamNG EVER (and that's a lot) (imported from here) Just need to make Jbeam fit, downgrade the OP engine, make it only steer with front wheels then.... *takes a breath* do the fine tuning. another screen shot in community screenshots. aah link
Lets see if anyone has any idea what this is from... And no, it's not from a game, and it's not from the fast and the furious, but the F&F things were based on it(even though they claimed theirs was the first vehicle ever like that in a movie)
You're a pikey. That was the most spammy and most useless post ever. Even you never thought it was the DSC ramp. Even you are too smart to actually consider that.
Wait wa eh... I generally thought it was the DSC ramp. What actually is it then ? Don't flame me it burns.
Secret? Why would I ask if anyone knows what it is, if I was going to give it away straight away anyway...? I got stuck... I figured I would make it heavier so it has more momentum to get through rows of cars, but um.... No dice... collision system is still far too glitchy it seems. Unless of course, I dont make it realistic, and give it no suspension whatsoever and just let the whole thing scrape over the floor... But irl it's slightly off the floor and it has suspension too, so nope. EDIT: Eff da police. I reckon I can get this working... Somewhat.
That's what I said: Torque's direct lighting is good, but once geometry ends up in shadow, it relies on its texture to demonstrate its shape. Even in direct light, the result may look a little flat without something to break up the color. If not AO, perhaps a little dust, road grime, or a finer stripe running down the side to show off your car's curves better. Oh, and reflectivity could help quite a bit. Can we do a 20-questions kinda thing to narrow it down? Or must we guess without any hints? Edit, above: Uh, nevermind.
Its not, mythbuster's car is like a pyramid shape. - - - Updated - - - Why the hood doesn't want to bake? I baked it alot of times and it doesn't even show the texture, also happens to my trunk. Offtopic-->How much does Beamng cost? Just wanna ask to prepare my money.