Just something I tried out real quick, needs some adjustments Also, is it correct that the ibishu logo's etc is modeled on the car, and not just a texture?
Working to release v2.0, adding new stuff: Uniroyal Turbo rims, optional mudflaps, USDM grille, Style Auto body kit, chrome trim on stock bumpers. Does it gets more 80's than this?
That's sick. And @ Zappymouse: I was almost forgetting how good your design was man. That car is so gorgeous Can't wait to see it textured Did some quick texturing on the frame(about an hour... NDO/DDO ftw). Gonna start on the engine now I guess. I know it's not perfect but meh, it's good enough. Also, think this is the first vehicle ever in BeamNG that has properly working shocks, instead of just a solid mesh that somehow gets shorter without sliding in and out. And they're not props either, just regular flexbodies that deform properly in a crash Oh and the steering linkage isn't cheated either. Works properly with just 1 hydro controlling the pitman arm like it should Will need to see how well it works with the extra weight of the body on it though.
I think the game updated and removed all of my created textures and models I looked in the backup folder but in there is just .cs files! EDIT - Luckily everything was places in the recycling folder so its now all restored. phew
This whole texturing business isn't easy. Lots of different approaches and workflows and undocumented techniques. Practise AO bakes because I truly have no idea what I'm doing. Excuse the mess! (imported from here) I usually export basic UV layouts and slap colour on in Photoshop which is super quick and easy, but looks absolutely minging (carfag). In nearly two years of modelling, this is my first legit texturing exercise...
Looks really, really good imo! I have some tips that may or may not help your process(I am by no means an expert in this either). Before a bake I usually move the individual meshes apart just so they don't touch to avoid the pure black spots on the texture. It will also make the dark shadows a bit smoother. In some cases I also create a sphere, delete the top half and align the top of it whith the model...This is how I did it for the del sol body(you don't have to move the meshes as far apart as here btw...trial and error...) : http://i.imgur.com/CP4XAMv.jpg And this was the outcome http://i.imgur.com/bTsUwZ5.jpg Still not perfect(too lazy to redo it) but the sphere gives that nice gradient and generally more variation in the tones. Here is a tutorial on this: https://www.youtube.com/watch?v=5RfBNMSWp28 Also I would recomend xNormals for ao and normal map baking (it's at least better than mayas baking options and saved me a lot of time...no idea how it is compared to blender) If you decide to look into xNormals here is a great tutorial too(youtube is full of these too) http://www.donaldphan.com/tutorials/xnormal/xnormal_occ.html Again, just some information I gathered while working on the sol and felt is worth sharing Good luck and can't wait to see more of this!! Future edit: Thanks a lot for the kind words! There is no doubt, with such a stunning design, that this car will steamroll my little Sol
Oh wow, thanks for the tips- they'll definitely come in handy If my car comes out half as good as the Del Sol, I'd be pleased. You did a seriously good job on it!
Freeway! Occam's Razer made the meshes. - - - Updated - - - I made the freeway pretty long so you can see the city from a distance.
Beautiful Are the fences, houses and etc. will deform like a real LEGO? What else do you going to add something for the map? (bad eng)
Life getting in the way as of late. Unwrapped the unibody/tub/spaceframe/whatever this is, few more adjustments needed here and there and then I'm onto the rest of the bodywork. (imported from here) Getting some weird jaggies along the points where two surfaces are near/touching. Short of splitting and moving each separate object from away the unibody, the only way to remedy this is to bake at like 4x intended resolution and downscale, apparently... (imported from here) That awful looking colour banding isn't actually noticeable at all on the model, so I might leave it as is. I suspect my too-small margin is responsible for all that overlap. Need to experiment more. (imported from here)
すごい!! The Mugen wheels do look excellent after all (as does the bumper) Meanwhile, I'm just blueprinting my engine. Quite literally...