Ford Escort MK1 RS

Discussion in 'Community Mods - Archived' started by JAM3SwGAM3S, Jul 25, 2013.

Thread Status:
Not open for further replies.
  1. JAM3SwGAM3S

    JAM3SwGAM3S
    Expand Collapse

    Joined:
    Jul 1, 2013
    Messages:
    380
    Im currently creating a Ford Escort MK1 RS ( Its one of my favourite classic cars ) in blender but i am a beginner. I have been teaching myself how to use blender for 2 days now and as you can probably tell im not so good yet but hopefully this will be finished properly by the time BeamNG is released. Could you guys please give me some feedback / tips and tricks . I will try to do weekly updates on what i have creating and improved on the vehicle.

    Thanks

    ford MK1 (1).png Ford MK1 Side.png
     
    • Like Like x 5
  2. Excisionized

    Excisionized
    Expand Collapse

    Joined:
    Jun 28, 2013
    Messages:
    57
    It's looking great keep it up, remember not to use a ton of polys :) This car will be a great part of BeamNG so don't give up on it.
     
  3. Treevus

    Treevus
    Expand Collapse

    Joined:
    Feb 10, 2013
    Messages:
    132
    Looks good! It's pretty high-poly ATM. You can remove some of your edge-loops by holding Alt then right-clicking the edge you want to remove, then just use the edge-loop option after you hit delete. :)
     
  4. JAM3SwGAM3S

    JAM3SwGAM3S
    Expand Collapse

    Joined:
    Jul 1, 2013
    Messages:
    380
    Thanks for the help i will try it out :)
     
  5. Kryotex

    Kryotex
    Expand Collapse

    Joined:
    Oct 16, 2012
    Messages:
    257
    Hey! looking good! maybe add some smoothing (just a bit) when done the bodyworks
     
  6. moosedks

    moosedks
    Expand Collapse

    Joined:
    Nov 4, 2012
    Messages:
    1,112
    so do you just extrude the shapes off the first plane and then use loop cuts to refine it? that's what i'm doing and idk if it's right
     
  7. Treevus

    Treevus
    Expand Collapse

    Joined:
    Feb 10, 2013
    Messages:
    132
    Yeah, that's pretty much how you do it.
     
  8. JAM3SwGAM3S

    JAM3SwGAM3S
    Expand Collapse

    Joined:
    Jul 1, 2013
    Messages:
    380
    A small update

    I have attempted to reduce the amount of poly's like some of you said by removing faces. I tried my best to do this without loosing too much of the detailed shape and here is the body still not too sure if its high poly or not?

    Ford side 2.png Ford Side 1.png Ford angle front.png Ford angle back.png
     
  9. Treevus

    Treevus
    Expand Collapse

    Joined:
    Feb 10, 2013
    Messages:
    132
    No, that's not too high-poly, but you completely messed up the topography. :/ You should work on getting the poly-flow back. :)
     
  10. Fundador

    Fundador
    Expand Collapse

    Joined:
    May 21, 2013
    Messages:
    595
    people often get to worried about poly numbers, the truth is, i have made models for for rigs of rods that have over 60k polys in the wheels alone and felt no lag on my laptop. Furthermore ror runs of a fairly laggy system. do not worry at all about poly numbers untill the end, if it lags in-game (which it wont) then start cutting it up.

    also, make sure you make all the parts seperate as it will deform better in-game.
     
  11. JAM3SwGAM3S

    JAM3SwGAM3S
    Expand Collapse

    Joined:
    Jul 1, 2013
    Messages:
    380
    Ok thanks a lot :D I will go back to the previous mesh that I made and continue on from there and if its laggy I will reduce the amount of poly's and I have already created them as separate parts

    thanks for the help
     
    #11 JAM3SwGAM3S, Jul 28, 2013
    Last edited: Jul 29, 2013
  12. aljowen

    aljowen
    Expand Collapse

    Joined:
    Oct 21, 2012
    Messages:
    1,677
    Its looking pretty nice for a first car. Just try and make sure all the lines look "clean", currently it does look a little bit messy in places, like around the wheel arches you may be better off making the lines perpendicular to the arch rather than on a slant. But dont worry about that too much, use your eyes and if it gives the effect you want then go for it. If not create a save and play around with it, but often a cleaner mesh will look nicer and produce better shading.
     
  13. JAM3SwGAM3S

    JAM3SwGAM3S
    Expand Collapse

    Joined:
    Jul 1, 2013
    Messages:
    380
    Thanks for the feedback i took your advice and cleaned the arches up a bit they seem to look a lot smoother in object mode but also i improved the position of the fenders making them more accurate to the blueprints.
    thanks so much :D

    front Fender ( edit ).png front Fender ( object ).png Back Fender ( Edit ).png Back Fender ( Object ).png
     
  14. aljowen

    aljowen
    Expand Collapse

    Joined:
    Oct 21, 2012
    Messages:
    1,677
    Now i can say its looking properly nice, not just for a first car but on its own merits.

    As a rally fan im really looking forward to this, It will be awesome fun taking such an epic rear wheel drive car along some of the maps that ljfhutch has shown off. Awesome work!
     
  15. Petrovsky

    Petrovsky
    Expand Collapse
    duplicate account of banned user AwesomeSauce

    Joined:
    Feb 9, 2013
    Messages:
    613
    Can you provide a link for the models?
     
  16. Excisionized

    Excisionized
    Expand Collapse

    Joined:
    Jun 28, 2013
    Messages:
    57
    Still looking good, be careful with your fenders try to keep them smooth but don't use a ton of polys. It looks great so far man I like it.
     
  17. JAM3SwGAM3S

    JAM3SwGAM3S
    Expand Collapse

    Joined:
    Jul 1, 2013
    Messages:
    380
    Just finished the Hood
    hood 1.png hood 2.png hood 3.png
     
  18. Treevus

    Treevus
    Expand Collapse

    Joined:
    Feb 10, 2013
    Messages:
    132
    I think you have some normal errors (backfaces). To check for backfaces you can go into edit mode and select all with "A", then hit Ctrl+N to recalculate all the normals the right way.
     
  19. JAM3SwGAM3S

    JAM3SwGAM3S
    Expand Collapse

    Joined:
    Jul 1, 2013
    Messages:
    380
    Just tried it but it didn't do anything?
     
  20. Kryotex

    Kryotex
    Expand Collapse

    Joined:
    Oct 16, 2012
    Messages:
    257
    Holy crap! that's awesome!
     
Thread Status:
Not open for further replies.
  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