[Tutorial] How To Edit/Mod A Vehicle Mesh

Discussion in 'Content Creation' started by Holland, Oct 2, 2013.

  1. Holland

    Holland
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    Video Coming Soon


    Well there are many tutorials on this forum that teach you many things. How to make your own Skin, modifying vehicle power, making your own car, etc. But nothing on how to edit a per made mesh, like the covet.dae, pickup.dae, etc. So I decided to make up my own tutorial on how to edit or mod a vehicle from the devs or whoever.​


    This is a SBS (step by step) tutorial.


    To begin, right click on the BeamNG.drive icon on your desktop:
    ss (2013-10-01 at 11.06.50).jpg




    Then open the vehicles folder:
    ss (2013-10-02 at 01.36.01).png




    Then open which ever vehicle you wish ( I choose the Bruckell Moonhawk):
    ss (2013-10-01 at 11.08.44).jpg
    (You need to move the current .DAE to your desktop), make a copy of the .DAE and move it to a folder that you "Will" not forget where you placed it, (later you will need to replace this).



    Once you've done that, now open Blender, then delete the default cube, then click "File" (top left corner), then move down until you seen "Import", slide the mouse over "Import", you should see "Collada (Default) (.dae)", click on that:
    ss (2013-10-01 at 11.12.45).jpg




    Once you've clicked on Collada, default. Blender will now take you to a new window:
    ss (2013-10-02 at 01.45.52).png
    (Click on "moonhawk.DAE)




    Now once you have imported the .DAE you will now see this in your default screen:
    ss (2013-10-01 at 11.15.07).png




    Now you have the car in sight, you will need to right click on the body, and once you right clicked on the body go into "Edit Mode":
    ss (2013-10-01 at 11.17.01).png




    Once you've gotten in "Edit Mode" (tip, edit mode will not work unless you have an object selected), you'll need to zoom closer to your area of editing, by scrolling your middle mouse wheel. You will need to be in this area on one of the vehicles:
    blender 2013-10-02 00-22-39-866.jpg




    Now your going to right click on these small dotes (nodes), doing this allows to move any nodes around, creating a fender, hitch, lights etc:
    blender 2013-10-02 00-24-42-593.jpg


    ​Then your going to start selecting those nodes around this whole fender, to select more than one node, press "SHIFT" and right click on the nodes:
    blender 2013-10-02 00-32-09-505.jpg


    Now that you got the nodes around the tire selected, you are now going to extrude by pressing "E" to the "X" axis, press "X" after pressing "E". Your fender should now look like this:
    blender 2013-10-02 00-33-58-486.jpg


    Okay now we're done with the modeling, now we need to replace the .DAE, go into file mode, then move down to "Export", then click on
    "Collada (Default) (.dae)":
    ss (2013-10-02 at 01.09.18).jpg

    Now Blender will take you here, and you will "Export" over the one on your desktop:
    ss (2013-10-02 at 01.45.52).png

    Once you've exported over that .DAE, you need to move it back into your vehicle's (you chosen) folder. Now your going to open BeamNG, and press Control "E" to open vehicle selection, click on the vehicle you edited, and you should now see this:
    ss (2013-10-02 at 01.14.06).jpg ss (2013-10-02 at 01.14.46).jpg

    Now remember, adding anything to a vehicle won't deform like it would around the whole car. Because there's no Jbeamn added, which is another tutorial in it's self.

    So yeah if this helped you please give me a "Thanks", and I'll make more.
    ;)
     
    #1 Holland, Oct 2, 2013
    Last edited: Oct 2, 2013
    • Informative Informative x 3
  2. Zappymouse

    Zappymouse
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    Extruding from the fender will leave geometry behind the flared section. You'll either want to add an extra loop around the flare with the knife tool, then move the vertices along whichever axis you want so it doesn't warp the whole quarter panel, or just delete the faces you leave behind.

    Also, this isn't really useful since all that's changing is the flexbody. You should combine mesh and n/b editing in your tutorial.

    edit: don't forget you can select entire loops by alt-clicking a vertex.
     
  3. Holland

    Holland
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    I understand what your saying there. I made this tutorial to be simple as possible for those who have no knowledge on this an want to learn. I said above, n/b would be done in a different tutorial, I just want some to understand how to exit the flexbody, then once they understand that, I will move to N/B work. But thanks for that tip.;)
     
  4. Narwhal

    Narwhal
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    GREAT tutorial for beginners, i had to teach myself and go off a few tutorials and im still not very good. by the way, do you know how to fix the shading when it's in blender? that would be a big help to put in there.
     
  5. Stormdrain

    Stormdrain
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    And what if we want to ADD a part, rather than simply modify an existing one? Im trying to turn a D-15 into a dually, (D-20) So I took the D-15 .DAE, I went into the groups, duplicated the bed, and renamed it. (Not changing the original bed at all) Now when I try to spawn it, neither bed is visible (Yes, I made sure both jBeams were formatted correctly, and the parts menu works, but I cant see either mesh.)
     
  6. Holland

    Holland
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    I would need to see a few screenshots first could you post both a wire frame of your mod and a object screenshot?

    - - - Updated - - -

    Renamed what? The .DAE file?
     
  7. lucky74dog

    lucky74dog
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    I followed those steps exactly, but all that gets imported is an other cube!
     
  8. Ibustedmycar

    Ibustedmycar
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    Is it possible to completely replace a model? I have a starship for beamng and i would like it too look like a different ship.
     
  9. Sithhy™

    Sithhy™
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