1. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

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

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

  1. MisterKenneth

    MisterKenneth
    Expand Collapse

    Joined:
    Mar 26, 2016
    Messages:
    1,747
    I have some questions: Will the front cutters be able to spin? I think it'd be fun to smash some vehicles with them.
    And is a front end like this planned?
     
  2. Yottabyte1024

    Yottabyte1024
    Expand Collapse

    Joined:
    Apr 7, 2016
    Messages:
    213
    After watching several tutorial videos, and 30ish minutes of working/lining up blueprints:
    Screenshot205.png

    Am I modelling correctly so far? I wanted to know what (if anything) I'm doing wrong before I get too far, and realize I made a catastrophic mistake. :p

    The hood is not attached to the rest of the car (mostly what I'm wondering about, is that the correct way to model individual parts?)

    I'm planning on making the car a little different than the real version (2nd Gen MR2), and either making it an Ibishu or a Hirrochi.
     
    #11022 Yottabyte1024, Mar 28, 2017
    Last edited: Mar 29, 2017
    • Like Like x 1
  3. JBatic

    JBatic
    Expand Collapse

    Joined:
    Jan 22, 2015
    Messages:
    1,048
    me jbeaming
    paused
    screenshot_00073.png
    :D
    realtime
    screenshot_00074.png
    :mad:
     
    • Agree Agree x 2
  4. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,029
    A few more assets for my Silicon Valley map:


    Stevens Creek Subaru dealer: My rendering
    upload_2017-3-28_18-49-56.png
    In real life
    upload_2017-3-28_18-50-35.png


    Campbell Pruneyard buildings: My rendering
    (low detail, will be a considerable distance from areas the player can drive in)
    upload_2017-3-28_18-51-43.png

    upload_2017-3-28_18-52-56.png

    Real life:
    upload_2017-3-28_18-54-14.png

     
    • Like Like x 3
    • Agree Agree x 1
  5. naguluna

    naguluna
    Expand Collapse

    Joined:
    Aug 31, 2013
    Messages:
    345
    no matter what i always end up f*cking the textures up
    screenshot_00005.png
    WHYYYYYY!!!!???!?!?!?
    --- Post updated ---
    sh1tgoneright.png
     
    • Like Like x 4
    • Agree Agree x 1
  6. Brother_Dave

    Brother_Dave
    Expand Collapse

    Joined:
    Aug 16, 2012
    Messages:
    1,661
    Faces inverted on the left taillight (since theyre in the shadow the right should be correct?
     
  7. MRcrash

    MRcrash
    Expand Collapse
    BeamNG Team

    Joined:
    Dec 12, 2014
    Messages:
    1,231
    Yes
     
  8. CaptainZoll

    CaptainZoll
    Expand Collapse

    Joined:
    Nov 10, 2016
    Messages:
    2,979
    doesn't the spinning part just brush the wheat onto the blade behind it?
     
  9. naguluna

    naguluna
    Expand Collapse

    Joined:
    Aug 31, 2013
    Messages:
    345
    I wish it was that simple! It was a problem with my textures. I did something wrong with the minimaps exporting the dds files, i exported all the textures again and they work perfectly :p
     
    • Like Like x 1
  10. Zappymouse

    Zappymouse
    Expand Collapse

    Joined:
    Jun 18, 2013
    Messages:
    1,059
    Do this:

     
    • Agree Agree x 3
  11. MGR 99

    MGR 99
    Expand Collapse

    Joined:
    Apr 20, 2016
    Messages:
    1,072
    Last night started work on UVmap and material.cs .... I have no idea what to do...
     

    Attached Files:

    • car.png
    • car.png
    • barstow.png
    • Like Like x 4
  12. TWilliams458

    TWilliams458
    Expand Collapse

    Joined:
    Aug 26, 2016
    Messages:
    630
    Oh my god. Its. Its. Beautiful. I can see a lot of car shedding with that thing ;)
     
    • Agree Agree x 1
  13. JoshiIsHere

    JoshiIsHere
    Expand Collapse

    Joined:
    Oct 31, 2013
    Messages:
    52
    you're right, it's loosely based off of a swift :D
     
    • Like Like x 4
  14. NinetyNine!

    NinetyNine!
    Expand Collapse
    Vehicle Artist
    BeamNG Team

    Joined:
    Feb 17, 2016
    Messages:
    1,343
    you should consider separating body panels before you even start thinking about putting it ingame.
    and im 99% sure youll still have to clean up the mesh so its a bit early for uv mapping as well
     
    • Like Like x 3
    • Informative Informative x 1
  15. Raider

    Raider
    Expand Collapse

    Joined:
    Sep 23, 2013
    Messages:
    356
    Lot of work, but i hope anyone find the difference

    (on right is the new one)
    --- Post updated ---

    maybe better exampleo_O
     
  16. Peter Beamo

    Peter Beamo
    Expand Collapse

    Joined:
    Jun 27, 2016
    Messages:
    3,202
    Umm........that's pretty good
    screenshot_00611.png
     
    • Like Like x 5
    • Agree Agree x 1
  17. MGR 99

    MGR 99
    Expand Collapse

    Joined:
    Apr 20, 2016
    Messages:
    1,072
    I'm only doing that so early just to test it out.

    Ps. nice pun.
     
  18. wrinkle345

    wrinkle345
    Expand Collapse

    Joined:
    Jul 2, 2015
    Messages:
    546
    That moment you start working on an imported model and realize after 3 hours that the model is missing faces and has no UV maps...

    cpt2b.png cpt2f.png

    RIP in piece Compact 2
     
    • Like Like x 4
  19. BrynCoops

    BrynCoops
    Expand Collapse

    Joined:
    Dec 13, 2015
    Messages:
    621
    The same happened to me, but that's not stopping me from working on Modified Compact!
     
    • Agree Agree x 1
  20. wrinkle345

    wrinkle345
    Expand Collapse

    Joined:
    Jul 2, 2015
    Messages:
    546
    How far did you get?
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice