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

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

  1. fufsgfen

    fufsgfen
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    These round things are what makes me always stop, should keep doing even if it end up crap, but I find it hard to continue, hence I don't progress:
    upload_2018-9-12_15-42-54.png
     
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  2. SPENCER6665555999

    SPENCER6665555999
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    I don't see the circles it looks really good tho
     
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  3. Keys

    Keys
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    Thats because those corners (i think) are supposed to be round.
    Making round things in blender is not too easy unless you know what your doing.
     
  4. SPENCER6665555999

    SPENCER6665555999
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    I may redo this but I model fast so it wont be long I would like to redo this anyway
     
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  5. Keys

    Keys
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    You can also look at the official game models to see what kind of detail and stuff to do to the model! Good luck!
     
  6. SPENCER6665555999

    SPENCER6665555999
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    how do I look at them sorry im a noob with blender
     
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  7. fufsgfen

    fufsgfen
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    Not circles, but arcs, you put many edges in line, which form a arc, like these thin blue lines I put in power point (you need to click it bigger to see):
    upload_2018-9-12_15-57-21.png

    There are of course lot more of those arcs in a model, but to give you an idea, how each of them is one arc of many edges after each other, instead of just pieces, those define shape and are the poly flow, it is difficult to place them where they will form a nice smooth shape, but you will have it eventually, it takes a LOT of practice though, something I do lack of.

    To look official vehicle, you open vehicle in Blender, so first extract .dae to some folder, then open Blender, choose file - import and choose .dae file you just extracted. Then right click body of the car and press tab key to go to edit mode so you can see how their edges flow.

    It is helpful, you can have two Blenders open at the same time, spy on one how some corner of A pillar is made in official vehicle and try to see shape same way in your model.

    It is same as drawing, you pick some line that you follow, and make it to paper with a pencil, one needs to see same way and it comes only with practice so keep doing it and don't give up, it does not matter what end result is, especially at the beginning as it is more of learning to see different way.
     
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  8. BryceCharters

    BryceCharters
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    Go to the folder in which your game is installed, go to content/vehicles and in this folder are .zips for all the cars. Extract any one you want, and inside will be a .dae file. Open blender, and under file / import, click '.dae' and navigate to the .dae previously mentioned.
     
  9. fufsgfen

    fufsgfen
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    Also there is wireframe mode, which I just used, maybe for a first time:
    upload_2018-9-12_16-9-3.png
     
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  10. SPENCER6665555999

    SPENCER6665555999
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    so ive gotten farther getting the front pilliar done I still have to do a little bit more stuff until it looked like it did
    --- Post updated ---
    so instead of doing a uplander I will be doing my dream car a geo metro ive gotten pretty far in the last hour
     

    Attached Files:

    • blender.png
    • geoblender.png
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  11. bob.blunderton

    bob.blunderton
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    So the ever-awesome Davidinark on youtube (and here on the forums), has made a video showcasing some of the new and some of the old and a bit of everything really, in the new city map.


    Map thread link here for convenience.
    https://www.beamng.com/threads/a-new-city-map-los-injurus.57055/

    The city of LOS INJURUS! Yes, that's the name of it :)


    The name followed shortly after Dave's video posted, but yes, this is a re-take on my old no-longer-maintained So-Cal Interstate Map. With better performance now* even in the city than it had in spots before the city was put there (it was really bad, that got fixed up as I was building the city).

    So entirely, If you'd like to join my Patreon page to help purchase assets, sounds (ambience), textures, and pay for some of the costs of modeling things (like the monthly subscription to Maya LT, since I cannot use Blender no matter how hard I try). While I know that might sound a bit selfish, I am also developing a MODULAR ROAD KIT (MRK), that will be released FREE when the map gets it's first public release in the coming months - though I need to have much more built before I consider releasing this publicly here.
    Modular Road Kit contains, or will contain when finished (number preceding dictates size - larger number = bigger size) :
    1 Surface roads - two narrow lanes with sidewalks, or one-way one lane with parking on both sides, no delineation (can be added manually with the delineation kit).
    2 Main roads - wide enough for four lanes of travel with parallel parking on both sides, ample room for parking on the side
    2 Delineated versions with a double yellow, and a version with a double yellow and each side split into two lanes (broken white line lane separators), room for parking on one or both sides.
    2 Five-lane roads, which is two lanes each direction and a shared left-turn 'suicide lane' in the center, that has overlays for left turn lanes that can be applied to any road piece.
    2 Five lane roads with NO delineation, these are good for suburbs or near intersections. Both this type and the one immediately above have the grass strip between the sidewalk and road.
    All of the "2" sizes share the same dimensions and cross-slope arc, so they can be mix & matched if needed. The delineation kit can help you manually apply the road striping to go from one type to the other if you should need it.
    3 SIX-lane avenues, divided, with either a flat concrete median or a mounded stone decorative median (normally with plants, but you must add plants manually), good for launching cars, plants or not.
    Intersections to interface pretty much every road with every other road with one another in 3 and 4-way varieties, and half-pieces of intersections to mate two opposing different road styles.
    4 Highways from either 2 lanes per direction, to 3 and 4 lanes per direction (comes with both directions on one piece, separated by Jersey barrier, except the on/off ramps), with on/off ramp overlays & exit pieces, and normally available in ground-level, bridge, or raised (solid underneath but good in urban areas, again, off-ramps are elevated only, but can be sat on ground level and don't look out of place, if needed). Lots of different highway bridges are available in any shape and size, sloped, banked turns, etc.
    Plenty of on-off ramps exist in the elevated variety and posts can be added on an as-needed basis. These come in one or two lane varieties with a wide right shoulder, with converter pieces as needed.
    There are also a few different abutments and pillars for the bridges and most are interchangeable for convenience. Surface-level on/off ramps to the highway can be done with decal roads.
    Subway and rail kit, comes with dual-line rail configuration only right now, and contains all the slope and curve pieces you may need for very gentle or very sharp curves. You could almost make a roller-coaster if you wanted to out of the ground or subway pieces. A short and long concrete bridge piece with matching pillar is available.
    Flood control canals in tiny, small, and large varieties with connectors to go between sizes as needed (it doesn't have ends yet, though, or a dam piece, but those are in the works). These are the canals we all loved to fly through in GTA San Andreas.
    There will be more things coming in the future, or maybe I've forgotten to list something, oops. It's over 720 pieces, currently. Again this set will be free-to-use when the map goes public, though you can gain early access to it through becoming a Patreon. Any pieces updated 'down the road' (pun intended) will almost always be drop-in replacements to update and make pieces more efficient.

    It uses *NO* content from other games, only content I've made, or gathered via free sites like OpenGameArt.org (I believe that's a site) and a few other sites that offer free textures like textures.com.
    In the near future it will contain some commercial assets. If you'd like to help out and join Patreon, please see the link for it below, you will also get access (within a few days MAX) to the file to preview the map. This file is updated about every two weeks and will contain whatever I am building at the time and whatever optimizations I am doing at the time (I am currently doing optimization). Right now I am working on reducing draw calls, to help the map run better without being CPU limited. I have already sank hundreds and hundreds of hours into this map prior to the city even starting, and then hundreds of hours more (most of my entire summer, as I am physically disabled and can't always get outside) building the city and making the models for it.

    I hope to see y'all on the thread sometime soon, but it's cool if you're underage or just don't have much money to donate, I won't hold it against you. Stop by and say hey if you like and suggest some potential future content for the map if you would like.
    https://www.patreon.com/user?u=12840784 (PATREON LINK, if you wish to contribute, thanks if so!)

    EDIT: to clarify, 95% of the MRK kit is done already, I am just optimizing it. If I make more so be it, but short of some canal pieces and intersection variations, and possibly less-than-perfection condition roads, most is already in and available for Patreon participating members. If you'd like to build a map with this, get in touch.
    It all already has collision and LOD's except for about 6 pieces (which lack LOD's but have collision).
     
    #18831 bob.blunderton, Sep 13, 2018
    Last edited: Sep 13, 2018
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  12. SPENCER6665555999

    SPENCER6665555999
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    so ive gotten some progress and the hood im working on now
     

    Attached Files:

    • PROGRESS.png
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  13. Blijo

    Blijo
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    So, second try on making the softtop, this time based on blueprints and images on the web.
    This is just the frame, I plan to make a separate jbeam for the cloth itself.
     
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  14. RetrO_TyT

    RetrO_TyT
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  15. slysenko

    slysenko
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    untitled.png
     
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  16. Moooooo

    Moooooo
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    Thoughts on 4 spoke directional wheels :D?
     
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  17. fufsgfen

    fufsgfen
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    Shuriken :)

    Additional color?
    upload_2018-9-14_16-36-33.png
     
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  18. SPENCER6665555999

    SPENCER6665555999
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    ive restarted and it looks a lot better
     

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    • restart.png
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  19. Moooooo

    Moooooo
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    definitely going to take some inspiration from that wheel for the next one, looks cool as hell. :)
     
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  20. SPENCER6665555999

    SPENCER6665555999
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    ive made some progress
     

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    • gep.png
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