Separate names with a comma.
Discussion in 'Official Content' started by gabester, Sep 2, 2012.
Are you just spamming requests for dragsters? You said the exact same thing on the D15 thread.
reminds me of the sedan form L4D2
Hi Gabe how the progress of the interior going. And maybe the taxi police heavy duty model have a bench seat and be basic plastic bumpers and trim . And the family one have chrome trim better interior mag rims.
A bit like ford crown Victoria basic but heavy duty and the mercury grand marquis family car that looks cool And the in game modelling can make a heavy duty in to a drag car and demo derby car. but if none of this is planed am sure it still will be the best car game off all time just trying to help.
And maybe a v6 and v8 the Australian Holden commodore has v6 and v8.
Of topic it it true that the team behind beamng having working on it all day and most of the night if so a big thanks.
Interior is almost done. Just have to model the seats and then texture everything. I'll post pics soon-ish.
Wow! I'd love to see it.
Nice! I hope the interior wil look as cheap and ugly as the outside! Will be more fun to smash it.
I didn't say your modelling is ugly, you're awesome in creating cars. It's just the car! If I'm right the cars in BeamNG have to be cheap and ugly on purpose
I like the look of the Gavril Grand Marshal.
There won't really be different "versions" of cars. There will be in-game customization that'll make you able to turn it into almost anything you'd like
i hope a sport version comes out for one of those cars (with a spoiler stripes etc.)
Oh god. Read my post right above yours.
Love this car to bits and it looks a lot like the Australian Ford DCl Ltd. There both from the 1990s both v8 rear wheel drive.
Nice car for game.What program do you use?3ds max?
Car look like Buick Roadmaster 1994
I think he uses maya.
Maya is pretty terrible for modeling. I use 3ds Max.
LOL, I was very wrong.
Do you use turbosmooth?Your car look very smooth.What polycount in car?
No turbosmooth. Without wheels or interior the car is about 32,000 triangles. I expect the interior to add around 6,000 triangles. Other BeamNG cars are similar in polycount.
I think it's great that you don't use turbosmooth. They usually make models look way too melted(molten?). But only 6000 for an interior? Usually my interiors are like 15k... O.O (I mean that as a compliment, as your interiors look much better than mine, btw...)
I'm very looking forward to see a possible copcar skin for this car to be honest, in classic black and white, and black wheels with chrome centrecaps...
Our entire game design school is centered around Maya, rather than 3ds Max. Considering all our teachers are game design veterans(ie Criterion modelers and the like), I doubt they'd chose a program that's actually terrible for modeling. Perhaps it's not as good as 3ds Max, but not terrible. Personally, what I remember I hated in 3dsmax is that my models always got double vertices and collision meshes would always get different triangulation than the actual mesh. Both in Zmodeler and Maya I never got any similar problem unless I knew I messed something up cutting a polygon. Perhaps it's just my skill and personal preference in interface :/
That said, I feel like I want to try modeling in 3dsmax again, as you said it works much faster... :/
EDIT@Below: That's true, I guess, but it's not terrible. it's just a lot slower. Just like Max isn't terrible for animations, it's just not as easy as Maya is on that particular subject. Even with Sketchup: It's not horrible, it's actually very useful to make an incredibly quick blockout since curves are very easy to manipulate, even though it's not as good as Max, Blender or Maya for final modeling.
Maya is missing tons of basic functionality that's built in to Max already. The interface is just slower to use, period, and there are tools missing. No amount of custom hotkeys and scripts can make it as good for hard surface modeling as Max. The main thing that really irks me is the lack of anything comparable to Max's modifier system. Symmetry, bending, tapering, twisting, etc. can all be done non-destructively and easily in Max with modifiers. Maya might be better for rigging and animating but it's definitely an inferior modeling program. There are all sorts of little differences in the way things work between Max and Maya that makes Max a lot better for modeling.
The reason Maya is so popular is because it's a self fulfilling prophecy. Some good VFX and games were made with Maya, so people thought "Oh, I'll use Maya" and schools started teaching people to use Maya and so companies had to all use Maya because all the new students come out of school only knowing Maya. If the "industry standard" were truly a meritocracy modo or Blender would probably see a lot more popularity. In all of my freelance work on AAA games, 3ds Max has been the standard.
I've been mucking around for a couple of years with 3ds max, and I tried Maya to see what the fuss was about before removing it again. Even with my lack of experience I can agree with Gabester. Maya is blown out of the water by 3ds. All I've made is a lawnmower in 3ds so far but Maya seems alot less functional than 3ds, at-least initially.