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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. Kajzer

    Kajzer
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    A little hatchback action ;)
    screenshot_2023-04-12_21-22-40.png
     
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  2. A8den

    A8den
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    Jan 23, 2021
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    • Agree Agree x 2
  3. bussin.buses

    bussin.buses
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    Kinda
     
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  4. ghost_cauli

    ghost_cauli
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    So, FR or RR? I'd love a small and light sporty RR coupe.
     
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  5. Blooperr

    Blooperr
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  6. Jackets64

    Jackets64
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    Oh ho what do we have here?
     
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  7. Leo Zieger

    Leo Zieger
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    Yes indeed what? (Seems that discord pictures are blocked for me).
     
  8. simsimw

    simsimw
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    Looks like a crown vic
     
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  9. Bakasan

    Bakasan
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    Honestly I think it should be fine, tbh BeamNG's cars are a bit low poly by current industry standards anyway (gt7 is using like 500k now lol), so it shouldn't hurt to go a bit higher:)
    One of the only things that worrried me was the 'spiking' issue higher poly models tend to have, but honestly I think this has more to do with such mods being of dubious quality jbeam wise, rather than the mesh being highpoly itself. To test this I applied Subdivision to all the Barstow's body panels and did some crash test, with a little (but nothing too magor) spiking, nothing like you see on some bootleg mods


    and that was something crazy like 2 or 3 million polygons lol

    Even this sedan, on an unedited ETKI jbeam, isn't even too terrible, so it should be fine once I edit the jbeam to match the mesh I imagine
    screenshot_2023-04-13_21-23-59.png
    but that said depending on the final count I may remove a few unnessisary edgeloops here and there to optimise a bit
    oh very cool, looking forward to seeing it:)
    Given that the engine appears to be in the front I would say it will be FR:cool:
    Nice work, we could use with a good GM facelift:)
     

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  10. Cutlass

    Cutlass
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    Fiat 127 then
     
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  11. Manche

    Manche
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    FR front engine rear transaxle, for that sweet, sweet even weight balance.
    However I do think someone is developing a classic porsche
     
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  12. bussin.buses

    bussin.buses
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    Next gen Grand Marshal? 90s Bluebuck? Whatever it is, I’m excited!
     
    #32612 bussin.buses, Apr 14, 2023
    Last edited: Apr 14, 2023
  13. KyleFan

    KyleFan
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  14. grandturismo231323

    grandturismo231323
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    Its likely the first one.
     
  15. Jackets64

    Jackets64
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    Now that I’m thinking about it, there’s a possibility we’re missing about Blooperr’s project: a Burnside version of the existing GM!
     
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  16. Doomingplays

    Doomingplays
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    why dont they add the mahindra thar?
     
  17. bussin.buses

    bussin.buses
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    What
    Who
     
  18. Driv3r1142

    Driv3r1142
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    Been doing some JBeam work this past week off and on;

    screenshot_2023-04-15_17-27-04.png

    Mainly just bringing some of my existing JBeam structures up to date, but this also involved some significant re-working of several critical areas, and more work still needs to be done, which atm mostly involves crash testing the rolling chassis to hunt for and fix what I call "Phantom Instabilities". Basically it's parts of the structure that are stable until disturbed/disrupted that can cause bizarre unrealistic anomalies in hard crashes, and in some annoying instances can cause the FFB to go bonkers and start vibrating violently (Which on a Logitech gear-driven FFB wheel like mine, to put it mildly, is a problem.)

    Also need to work on getting the beamSpring values for the frame itself up to where they should be, they're about 1/3 to 1/2 the value they need to be, and I'm not sure how to go about this since many of these need to be set on a per-beam basis, vs how I like to set values for things globally... Both of these (Phantom Instabilities and beamSpring + beamDamp values) play into each other directly, and that's definitely going to be a very time consuming process, especially since I don't plan on doing anything else JBeam related (Body stuff,) until I've got a decent chassis to build off of first... Made the mistake of moving on too quickly too many times, this time I want to take my time and do it as best as I can. Obviously there will still need to be work done after I start working on the body, but the less work at that point the better.


    Anyway also alongside this I've been working on the chassis meshes;
    593f6db4f140677c20fb64fdbab3cc0d.png
    WIP, also has a few placeholder meshes still

    The suspension components are all modeled with @Bakasan 's Sub-d workflow that was mentioned on another page, the frame though is a bit older and still needs to be brought up a bit detail-wise.
    Will probably bake this stuff down later too, but I need to get it all made first :)



    I'll post more on this soon...
     
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  19. ghost_cauli

    ghost_cauli
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    Scintilla GT-IV?

    screenshot_2023-04-15_15-12-51.png screenshot_2023-04-15_15-13-46.png
     
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  20. Joobles

    Joobles
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    Sep 30, 2017
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    739
    Doing a little testing and experimenting for an idea I might start working on
    superscoutEARLY.png
     
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