Hey as always, thanks to both of you for the tipps. Yeah Bakasan the polyflow is really weird in some places...I still want to do something about it but maybe after finishing the door panels. I hope to get the flow between the dash and the door panels as nicely done as in the real car. And about the normal maps...you may notice how empty the dash and the middle console actually are...I'll do some normal maps wonders for them . The honda badge is modeled because it was allready modeled for the actual badge on the outside It looks really great! I love the level of detail you put in your engines - well not only your engines to be more acurate. Still waiting eagerly on the edge of my seat for the AE86 by the way.
Are you planning on putting it in game or buying the game ? - - - Updated - - - Says Pontiac . Guys could you stop Bullying and Downing him ? at least give him a chance to speak or buy the game or something .
@SoHigh00, Ive said it before, ill say it again; You're one damn good modeler. What vehicle are you working on now? @Pontiac, I havnt said anything about you or to you so far, but I figure that now's as good a time to start as any. Really, you're incredibly annoying. More often than not, whenever i see a string of posts made by you, its full of annoying, whiny, and now pirating nonsense. If you had bought the game, i would have a tiny bit of respect for you. But youve had almost half a year to do it. Its not like BeamNG is expensive. Even my poor ass managed to make 15 bucks to buy it. Quite frankly, im tired of seeing you around here
I agree with the Dr I theory, though I don't like it being called simply the Red Baron's plane. Richthofen only shot down 19 aircraft (out of 80 total kills) in the Dr. I. Most of his kills were achieved in Albatros D. Vs. On top of that, he wasn't even that exceptional of a Dr. I pilot. If you're looking for the master of the Dr. I, look up Werner Voss. He really knew exactly how to use the Dr. I. /aircraft nerd rant Okay OT: If that is a Dr. I, there are a few flaws in it from what I can see. First, the underside of the nose (just behind the radial) does not appear to curve upward sharply enough. Second, from the limited amount of the nose that I can see, it seems like you have the cowling modeled as part of the fuselage. In real life, the fuselage cuts off at the engine mountings, and the engine is covered by a separate piece of metal that covers a bit past the upper half of the engine. Now, let me guess, it's not a Dr. I and I just wrote that for nothing. Meh. Whatever.
While I wait for things to happen..Mower? (imported from here) (imported from here) Quite happy on how it's taking shape.
Sharp guess. Not a Dr. I, but somewhat close. As for the part about the engine and nose, the model I'm using seems to be fairly accurate. The pictures I've posted show the fuselage without the nose. I wanted to create separate Jbeams for the engine and nose so they can detach, but I haven't made it that far yet. I'm currently working on the tail and wings, so the nose will probably come last.
Some more work with the scania: textured the frame, suspension and engine, uv-mapped and textured the exterior. Blah blah blah pictures (imported from here) (imported from here) (imported from here) (imported from here) (imported from here)
So, I've been messing a lot with World Machine lately, mainly trying to achieve a good workflow mixing WM with CryEngine Free SDK (For the Road Allign tool). I managed to make a bunch of maps just for excerise and etc. Then I made this one, that hopefully will be turned into a full map. I've the heightmap done as you see (and the basic textures), with the roads path smoothed and etc. (imported from here) Bonus Render in Blender - - - Updated - - - Sum Updates to the above It's ingame and fine. I need to edit or create some custom road&paths for it.
Holy shit. I wasn't too interested in the scania earlier, but oh my goodness, that is amazing! Great job!
Main interior stuff is almost done, re-made the entire dash since I last showed it, created the door instrument panels and modelled the front and rear seats. I'm also sorting out the seperate LX and S trim specs so that there are optional trim levels Comparison between the mesh I will use for normal baking and the ingame one (left) Interiors are great fun