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Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.
Textures are the best part about modding. Said no one ever
can i download this mod
yea,sure! it's here : https://www.google.co.th/?gws_rd=cr&dcr=0&ei=N025WauhKIH-0AS4lrVA
The way the vertices are curved around the fenders will make it hard to curve it, try to keep the vertices in a straight line. Just a tip
Spoiler: actual thing irl
To be serious, it looks... jelly-ish
Its been mentioned in the thread already, but your poly flow needs work.
But that's ok, You asked, and We delivered. Everyone needs improvement somewhere, so take it as advice, not judgement or criticism. Even the best are always finding new ways to improve what they're doing.
From Experience making models like this, they spike horribly in crashes, because the polys and vertices are all over the place, no matter where the nodes in the JBeam are.
Look at how the cars in game are modeled, and try to get as close to that as you can in your model. While the vehicles may be different, the way the polys flow in the model is the most important. Keep everything in a nice grid like layout. Look at the official cars to get an idea of what I am talking about here, or read some of the wiki articles covering the official workflow a bit.
Try to keep your poly count as low as you can, but don't be afraid to use a bit more when you get to the door jambs or any other openings. Again follow your poly flow, and if you have to diviate from the main flow, use triangles to terminate some of the other parts. In general some cars do take more polys than others, so use judgement here and figure out what is suitable for your project. But don't go too low, as for you still need something that the JBeam can influence and deform.
This isn't a requirement for 100% of the model, but its strongly suggested that you remake the model with a better poly flow similar to that of the official cars. I will leave your choice of reference to you. When I am working, I usually put one of the official cars in my work file so I have a reference to go back to if I am not so sure I am doing something the best way that I can, or in general if its a project I can't get good reference pics on, I look at one of the official cars that is mechanically similar to what I am making to get an idea of what something should look like.
Good luck, and I hope to see more of the project soon
Just added a very WIP 2WD > 4WD powertrain section to the Wiki: https://wiki.beamng.com/0.8_Add-on_Mod_Conversion_Guide#2_Wheel_Drive_to_4_Wheel_Drive_Conversion
So back from the post a few days ago, I made badges and fascias (chrome, black and body colored) exclusive to the Rodeo. I also took the large 18.10 rims from the Road Cruiser mod and made a new version that uses the bigger, more off-road-style tires.
Texture for the fascia is still wip.
ze woad with ze tunell
look ver gud
dont you just love no textures?
Wish I knew how to do a better facelift than this, make it look more professional and actually get it in game
Industrial zones right across the street from residential zones for-the-win! Woohoo!
I'll get a megalopolis one day...
*Simcity music abruptly stops*
o..wait a minute
Image from up-and-coming late-september-early-october update for Roane County. See this thread's last 2~3 pages for more details, and pictures:
https://www.beamng.com/posts/691871/ This link may not land you on the latest post, but do check out the last few pages if you haven't stopped by in a while!
Turbodiesel 6.0L V8 mated with 8 speed auto that pumps out 330 HP and 806 Nm of torque for Roamer, Van, and Pickup. Sound is just a random V8 sample that I have. Will search for proper diesel sound soon.
is the T series a Toy Story 3 reference or was that coincidental
@Wild Hog suggested me
But I saw that thing in toy 3 too!