Hello, I've been working with 3ds max for 7 weeks now, and I am working on a car, that I also want to implement into this game. The car is low poly, and I dont know if it's made the right way for this game. Can anyone help me with this? Thanks in advance EDIT I've mostly finished modeling, but I'm still unclear as to proceed now. I've split it up into pieces but I don't understand the giving it all 0,0,0 axis.
Hi ! Even if your new at 3dsmax, your car have a nice shape. But too have proper deformation in the game, yoy must add polygons. Look a the topoly of Gabe's vehicles. You also need to model the engine,frame, interior etc. But, it's still a great low-poly base to work. Next step will be to learn jbeam. Good luck ! I really would like to drive this antiquity on a bumpy road.
Like Pyroxyde said you're going to want it to be a little higher poly for optimal deformation, but be sure no to go too crazy. Good luck with this! It's looking really cool so far.
Oke thank you for the positive advice , can i find a tutorial on how the car must be made for this game?
And how would I add more polygons to this model right now? Any modifier I could use? And do I need to model the parts seperately or something?
This blog post by gabester gives good info http://www.beamng.com/entries/40-A-look-at-vehicle-workflow-Part-1
7weeks?! holy crap! ive been playin around with 3dsmax since it was version 3! but I still cannot model anywhere near that good! great effort!
There is much more to learn than just modelling to get the vehicle into BeamNG. Once you have a model, you have to: 1) separate the parts and name them correctly 2) give all parts the right scale in meters, the same origin at 0,0,0, then freeze transforms, transform to zero, then reset xforms 3) Export the model as a .dae (find openCOLLADA exporter on the net) 4) create/modify a .jbeam file, which determines the physical structure of the vehicle, and maps the mesh to that structure. There's info in the wiki and plenty of threads on this, just search, search, search. As for all saying it needs more polys. I say just work on the steps needed to get it in game. 99% of projects on here never make it halfway through the mesh creation, not to mention textures, jbeam, and all that jazz. You will be better off learning all the steps to making a mod rather than burning out on making a perfect model.
Thanks for al the positive feedback! As for 'the perfect model' I'm still studying (for the game industry btw) and I want this one to be perfect. All the more work I put in here, the better I will become, I'm on my way of modeling the inside, and I have seperated a lot of parts allready. The jbeam will come later xD
Things can be done simultaneously. Once the model is set up right it doesn't take much to export again to see the new version in game.
I don't know. I want this to be perfect for the game and then i'll progress step by step. I'm fully determined to work on it for even a whole year to get it into the game. But it will go in