Your response is so over the top it is in the realm of comical lol, Screw that I'm not responding, looool Epic! Sent from my iPhone using Tapatalk
Haha everybody look he's still angry! Happymouse I mean zappymouse relax your so dramatic (-grabs popcorn) but please continue it's a good show for us lol XD Sent from my iPhone using Tapatalk
Hey, great tutorial, I was just wondering, on the other tut u linked it mentioned modelling only in quads and not to use triangles, does this always apply even when modelling for beamng or are triangles acceptable but like frowned upon?, idk but I remember some folk arguing in a thread over it, thanks
There's a little ambiguity surrounding modelling, since often ill-informed people argue over modelling in quads, tris, or whatever they think is correct. You should model in quads, since the workflow for just about all cad software (3DS Max, Blender) is centred around quads. Some triangles in your model are unavoidable, especially when modelling wheel arches and the like. When your model is complete, you may triangulate it in your cad software, or let the game engine triangulate it automatically when you import it.
In Blender 2.7(?) onwards, the 'Add' menu can be found on the left-hand menu, under 'Create': (imported from here)