You should use a unique name for the s15 in blender, coding and such so it wont colide with LJ74's ibishu camilla mod. He might coincedentally use the same name as you and that would give the cars no texture and wrong parts if you spawn them at the same time!
Yeah, thats true. I've added my username before all the materials so they don't collide and i'll add my username before objects and stuff aswell later on.
thanks, it'd be a disaster if everything conflicted --- Post updated --- todays progress: I finally got the topology right for the fender covers, this was a little harder harder then i expected so i kinda used up the whole day on them. Tommorow I'll finalize the shape of the engine bay and maybe start texturing. Also expect a bit more progress during the weekend since i dont have school.
hahaha well my actual beamng forum account was called FatFingerJoe which is the numberplate you can see on most of my videos and my steam account user name but i didn't think that handle name was....professional
update: these wheel covers still look trash compared to the real ones so i might have to redo them a THIRD time.
update: It's ingame! I've made the jbeam from scratch with BNEditor, vscode, and the blender-jbeam plugin. The jbeam is not done (some nodes aren't properly braced, the whole thing is a bit too big. too low poly) but I haven't noticed any serious issues/glitches. I also updated the wheel covers for the third and last time.
Yep, your jbeam is very low density. Look at the density of vanilla cars to figure out how much it should be! Besides that, great progress so far!
Here's what I'll say. Make the roof have a 3x3 grid of nodes, make the floor have a 4x4 grid. Get rid of the nodes in the doorway, engine bay, and year that have no mesh in their location.. Make nodes in the middles of the A and B Pillars. There's quite a few more things to note when making these, such as rigidifying nodes and beam placements, so you can DM me if you want to learn more about that.
some s15 progress: -uv unwrapped engine bay and unibody -added screw holes -added rear bumper mount area -added taillight mount area -slightly improved jbeam reinforcements -adjusted weight and aero of the jbeam to do: -finalise unibody jbeam -make normal maps for unibody -put textures ingame
some progress: I made some normals for the engine bay that look kinda trash and took way too long I used a kinda weird method to make them but it sorta worked: 1. Make a depth map for the engine bay textures with the blender texture paint function 2. Use this tool:https://cpetry.github.io/NormalMap-Online/ to convert the depth map to a normal map 3. import that map into blender/beamng
you need to add a couple more polys in some places in the model. Remember that the dev cars have 800000000 triangles in them, so you really cant go wrong.
yeah for sure, most of the unibody isn’t final yet tho. It’s true though, even the semi final engine bay area is a little too low poly.