~UPDATED~ Golf GTI MK2 and Fiesta MK1 Hi, 1.Here is a golf GTI MK2 I started some time ago and gave up on, i think il try and get some more done for the release of beamNG (whenever that will be) View attachment 2469 //UPDATE// 2.Almost done the main body for the golf. I will add all the detail such as trim at the end as i find that easier. It has seperate front fenders, bonnet, front bumper, doors and mudgaurds at the moment. //UPDATE// I am going to make this a version aswell, and those blueprints were hard to find, I needed something to display a chasis for the mk2 aswell which that does. I have cancelled the fiesta for the time being so I can focus on finishing the golf, I intend to release the car in a few different editions, I am going to make poll so you can decide which variant will definatly go ingame You can also make suggestions which I will try to add. I have been modelling car parts such as rims for quite a while but have never attempted a whole car before, as a result of this, things like the interior may take a little longer for me to finish. Rob
Very good that I might say! Is that used with blender? Or 3Ds Max? Now are you going to make high detail interior, and ex?
The app name is Autodesk 3DS Max, so I don't think it would be too far of a leap to say (s)he's using 3DS Max.
Nope, it's Autodesk. If you don't believe me, then check the 1st picture again, see the taskbar? That isn't Blender's icon, it's Autodesk's 3DS Max. @OP: Nice choice of cars
That looks like you're using NURBS, which I keep being advised is not a brilliant idea for game models. Just a heads up, for smoothing I would look into using the smoothing groups, as I keep being told to do by various people. I'm on about the one pictured in the attached screenshot. More to the point, you're so early on I wouldn't worry about smoothing just yet. Id worry more about getting your shape how you want it.
Sure looks like a promising model. Any particular reason why you're using so many polys? Also: wait what (imported from here)
well it wasnt too obvious. The models are looking really nice and it will be interesting to compare them to the Ibishu covet. Your fiester seems to have way to many polys though, if you look at the bonnet it has way more polygons that is really needed to produce that shape.
I am using turbo smooth for the screenshots to stop noobs going "uhhh its so boxy". I will user turbo smooth at the end, however I will remove the extra unnecesary polys it creates. I will also probably only apply it to frequently visible sections in order to reduce polys. Despite this, as a frequent ror modeler, (yes I know its a different game but the same principles apply) I can assure you that 90% of poly concerns are unnecesary. ror is older and less effecient than I know beamng will he an can still handle fairly high poly models with no problems. What really causes lag in this sort of game is the node/beam structure .
Hello. I' m new here in Beamng, I' m car designer and I want to put my 3D cars into the game. I write here because I don' t know if have a thread with some tutorial to explain this, I searched but i didn' t find anything. Somebody can help my?,I' m lost a bit. The sim is awesome! thank you! Xuacu