I don't plan at making a very detailed axle. Making a very detailed axle is a bit hard for me to make. To be honest i don't understand what your saying. That's a spring modifier i used for making a spring. It's not a big deal that its high poly, my car is low poly except for the springs. I couldn't find any good reference pictures for the torino of the exact year i'm making so i used suspensions of different year model.
Don't even bother. Anyone who models an Aventador as a body on frame car and reckons it's perfect can only be taking the piss. (imported from here)
@Pontiac He means that the drums should be 20 rotational segments and the axle should be 8 rotational segments, And the studs should be thinner, longer, and have less rotational segments. This is a good example of what it should look like just change out the disks for drums. View attachment 41016 Also this is what your coil springs poly flow should look like. View attachment 41017
well then turn down the resolution on the spring modifier, having a low poly body isn't really a good excuse. Especially when this can be fixed so easily... Well it hasn't used leafs in the rear since the late 60s and besides that was just a quick Google search, 4 link suspension on a solid axle looks pretty much the same on everything minus a rock crawler.. And ItaliAsian pretty much summed up what I posted.
Thanks for the tips! Now its new and improved. View attachment 41022 View attachment 41023 - - - Updated - - - Talking is all you do zappy? That was my first model ever made in blender so stop mocking me.
He want to say that you should have looked how an Aventador is made, what kind of body it uses and etc. before modelling. Took an rim I made an modified it. This is the original (NKs) (imported from here) And this is the alternative (NksR) (imported from here)
It only takes like 5 minutes on google to work out what the suspension type is, as well as the construction. Do that before you start modelling random frames and springs and stuff. Heck at least know the model year :|
Are you gonna release these, and if so, how do you put different wheels on cars, say if I wanted the off road wheels on the sunburst.
Yes, I'm building a wheel pack with all the instruction on how to change them using the multi-dae feature. I made a quick edit for the sunburst: (imported from here) Thanks to the multi-dae, all you have to do is download the ZIP, open it and put the 2 Jbeams files inside BeamNGFolder > Content > Vehicles > Sunburst.zip (Open the ZIP, you will find a VEHICLES folder > Open it > You will find a SUNBURST folder > Open it > Drop the 2 Jbeams files there). You will probably loose them on the next update, but you can try this (Haven't tested it, but it should work): Go to BeamNGFolder > Vehicles > Create a folder and call it "sunburst" (if there isn't already) > put the 2 JBeams files there). The wheels are in the part selector of course.
Ive actually discovered that you can put beam files in a vehicle folder for it (like how they work in stable version) and the game will load it, I actually have some d15 engine files that the game loaded from the original vehicle folder, and the vehicle from the content zip file Sent from the 3rd galaxy from the talks of tapping
Alright, no longer crashing the game when I load it in. think I'm ready to show off my very first version of putting the H-series boxes and shit on the T-75. View attachment 41079 View attachment 41080
Yeah, it even loads lua files from the old folders just fine, thats where I dumped all the files to stick the hirochi engines and transmissions in the covet - - - Updated - - - If you stick the H series DAE into the T75 folder it should be able to load the mesh too thanks to Multi-DAE. Perhaps best to extract the box out into its own DAE anyway, then you can lengthen it for the T75 too.
I believe I won't need to. The wheel models are all in the common folder. I'd assume it'd also work for the box.