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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. MegaEssin

    MegaEssin
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    Nov 13, 2014
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    Use a ramp and drive onto the platform, because now the truck breaks it on impact. And maybe lower the speed, just to test how much angle you need to get it to flip.
     
  2. Narwhal

    Narwhal
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    Aug 4, 2013
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    well this is now what i have.
    my only problem is the raise lower hydros dont work for lifting a car. Im working on that though. and the mesh, the mesh is terrible
    [webm=]http://puu.sh/dKcxO/aa9575434d.webm[/webm]
     
  3. SoHigh00

    SoHigh00
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    Made some progress with the del sol dash but I have some mixed feelings about the outcome to this point....what do you guys think? Some critiques would be very appecated :)
    a.JPG s.JPG
    I really suck at organic shapes....It will hopefully get better if I put more time into it.
     
  4. Narwhal

    Narwhal
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    i would suggest more polys. it could make it look a little smoother and more details, the details can bring it to life
    look at on of gabesters dashes for example
    3ebfe92a07.jpg
    there are lot of polys for a dash, but it looks detailed.

    im not a modeler but thats just my two cents.
     
  5. Arioh

    Arioh
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    Dec 18, 2013
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    nice start of dash, litlle reminds of low poly gta models, but its good start, and BIG thumb up for making it RHD
     
  6. Zappymouse

    Zappymouse
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    Man, organic modelling will kick your ass if your polyflow is substandard to begin with. Your dash is looking quite good; are you fleshing it out in low poly then adding detail later? I'd definitely recommend going mid-high poly since the dash is what fills up most of the screen in cabin view. Just remember to use normalmaps to their fullest if you're going down the lowish poly route.

    Also, shade your floor smooth! ;)
     
  7. SoHigh00

    SoHigh00
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    Yeah man, it's pretty tough...actually I had in mind to add a loop here, move some verts there to add some extra resolution, but after almost one hour of weird shading and topology...I just said screw it and added a smooth modifier on the lowpoly. I edited it a bit and cleaned some of the mess on the drivers side for now:
    g.JPG
    I think it looks pretty well without going too overboard with the polycount(everything you see 1400 tris) Please don't mind the passanger side and the two malformed cutouts on the the control panel...haven't completely fixed those. Also don't worry about the floor shading :D As you can see it's not even acurate ,so smoothing will come afterwards.

    I hope I'll get the dash done tonight. Got some new headphones so the music really motivates me to keep going :D
     
  8. VeyronEB

    VeyronEB
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    Yus, looks great so far, cant wait to rip it around ECA at 90mph :p


    I have ave some progress of my own for once lol. I've finally properly finished redoing the pillars, door jambs and all that crud. Added in some details like hinges and door locks which all match up to the doors correctly. Finished up the engine a little more adding a few small things here and there. Added a good amount more detail into the interior arm rests, reshaped the dash a little and modelled a steering wheel.

    Around 43k faces so far with all the parts including wheels :)

    Messed a little with realtime viewport shading in Blender, works very well and saves like 5 minute AO bakes for each picture :D

    Kik2SJn.png
    7sUgaLn.png
    7WN0esp.png
    kge9xzD.png
     
    #3968 VeyronEB, Dec 27, 2014
    Last edited: Dec 27, 2014
  9. chris_lucas

    chris_lucas
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    steam.png
    123456
     
    • Like Like x 1
  10. Hati

    Hati
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    Oh that is going to be really really nice, big day when the darn thing comes out!
     
  11. SoHigh00

    SoHigh00
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    Sorry for spamming so much, but any thoughts on it so far? I still have a weird feeling about it but I don't know why...probably becuase the messy wireframe that it once was, still gives me nightmares every time I look at it...makes me feel like something is off...
    b.JPG hh.JPG


    Edit: Okay, glad you guys like it :) I guess the subsurf method threw me off a bit.

    Update:

    yy.JPG ff.JPG
    Okay I take everything back :) I am happy with how it turned out. Everything missing on the dash will be made with normal maps.
     
    #3971 SoHigh00, Dec 28, 2014
    Last edited: Dec 28, 2014
  12. Zappymouse

    Zappymouse
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    Looks fantastic!

    It's not spam if you're showing something useful ;)
     
  13. Goosah

    Goosah
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    Looks quite good to me
     
  14. Nadeox1

    Nadeox1
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    Started the texturing work on my crashcart. I setup a quite good workflow for them, since I want something pretty nice as result.
    This is also the first time I make texture with this kind of complexity. A lot of layering work in Photoshop, elements baking in Blender and etc.


    (imported from here)
    3FQJG1O.png
     
    #3974 Nadeox1, Dec 28, 2014
    Last edited: Dec 28, 2014
  15. Jalkku

    Jalkku
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    Sep 2, 2012
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    223
    Been working some on the scania:

    -Interior, still needs some fine fixes and features on the texture. I actually made a high poly version of the interior and baked it to the lower poly version, turned out pretty decent imho.
    -Modeled the engine and uv-mapped and ao-baked suspension, engine and frame
    -added more detail to the cab
    -stuff?


    (imported from here)

    (imported from here)

    (imported from here)

    (imported from here)


    One day this shall be finished and I can rest D:
     
    • Like Like x 1
  16. Slammington

    Slammington
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    Dickbutt?
     
  17. RedBolide

    RedBolide
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    Apr 22, 2013
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    362
    Back from vacation. Did some more work. It now stands up properly, but I'm starting to think it has too many nodes. I think my best option is to start over. It's too hard to make all of the nodes stay properly. I think I'm getting a feel for this node-beam wizardry, so starting over shouldn't be too much of a hassle.
    screenshot_00006.png
    screenshot_00007.png
    It currently has 103 nodes in the body. I'd like to reduce that to around 70 or so.
     
  18. Dc5R

    Dc5R
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    Oct 29, 2014
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    910
    Really nice , good luck working on the porsche and scania !
     
  19. Heckuvatester

    Heckuvatester
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    Dec 24, 2014
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    I noticed this too and I burst out laughing.
     
  20. Nadeox1

    Nadeox1
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    BeamNG Team

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    Testing out some new cubemaps.
    Preparing to create a public version of my Photo-Studio map :eek:


    (imported from here)
    (1,2MB GIF @ 60FPS)

    Seems to look good ingame too.
    O6kRO3a.jpg

    Bonus Pic for the curious
    PWtaalr.png
     
    #3980 Nadeox1, Dec 30, 2014
    Last edited: Dec 30, 2014
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