WIP Ford Fiesta Mk1 (1976-1983)

Discussion in 'Land' started by BeamDrifter, Jun 21, 2019.

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  1. BeamDrifter

    BeamDrifter
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    Yes, both will be added.


    It turned out that my Fiesta doesn't have original taillights which means that the lights I made are incorrect. Fortunately they're so similar that I was able to make the original lights by editing the old photo texture.
    fiestalights.png
    The left one is the aftermarket(?) taillight, the right one is original. I didn't remove the aftermarket lights, two types of taillights are always better than one.

    Ford RS 4-spoke alloy wheels and Pirelli sport tires
    20190922203839_1.jpg 20190922203902_1.jpg 20190922203950_1.jpg

    They look so good that they're my favorite wheels right now.
    20190922203732_1.jpg 20190922204059_1.jpg 20190922210214_1.jpg
     
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  2. Mad_Makaron

    Mad_Makaron
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    Amazing work!!!
     
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  3. Hayami Kanade

    Hayami Kanade
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    nice work!!
     
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  4. Lambor14

    Lambor14
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    Really high quality, stoked to see it:)
     
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  5. Mad_Makaron

    Mad_Makaron
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    What about Sandpiper version, these wheels and lines (photo 2) and sunroof???
     

    Attached Files:

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  6. lucas araujo

    lucas araujo
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    I already apologize to my English, you are from Finnish right?
    after ford fiesta do you want to do which vehicle?
    It has the Nissan Patrol, FJ40, Mercedez, Land Rover.
    It would be nice to make a car off road!
     
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  7. Velstydez

    Velstydez
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    That looks absolutely top quality. May I ask what technique you used to make the textures and materials? Is it a single material or multiple materials for the rims? And do you use any 3rd party software for the textures? For the normal and specular maps I mean. No worries about answering, I understand you must be very busy as I also am.
     
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  8. Risky

    Risky
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    That texturing looks awesome! I'd love to know how to do that myself. Would make the Focus a lot more realistic :)
     
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  9. Brother_Dave

    Brother_Dave
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  10. Dawombat

    Dawombat
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    what he said
     
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  11. Olasola

    Olasola
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    Big fan of this, can't wait to see some more progress ;)
     
  12. Ilovecarcrash101

    Ilovecarcrash101
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    I would also start do such as amazing stuff for BeamNG if BeamNG would get, rain drop on car, dirt, scratches and Enter/Exit vehicle effects.

    Keep it up the great work!
     
  13. pomi345

    pomi345
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    One of the best modes for beamng ever, even if it's WIP!
    --- Post updated ---
    Mods**
     
  14. Deleted member 352208

    Deleted member 352208
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    Can't wait to see in game
     
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  15. Ilovecarcrash101

    Ilovecarcrash101
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    Those videos should help to make it more accurate.


    If you generated the 3D Scan into many textures (good amount of quality), then you can render them to your new uv map to use them as photorealistic texture (Render to Texture). Like you do when baking high poly meshes to low poly as textures.
     
    #215 Ilovecarcrash101, Sep 30, 2019
    Last edited: Sep 30, 2019
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  16. CubeSquared

    CubeSquared
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    This is incredible work. This will be the most anticipated mod release in years.
     
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  17. carsmin

    carsmin
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  18. BeamDrifter

    BeamDrifter
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    I have seen those videos. It deforms kinda like a real Fiesta but it could be improved.
    fiesta_crash_1.png fiesta_crash_2.png
    The front should be crumple more but it's incredibly hard to do so without making some of the suspension beams deform a little while driving over a bump.
    It would definitely work but the textures wouldn't be very good because the photoscanned textures have glossy areas, shadows and reflections.
    This scene has no lamps, only environment lighting (everything is evenly lit) but the shadows and highlights are still there in the texture.
    fiesta4.png
    The lighting already in the textures plus BeamNG's lighting would look very weird.

    1. [WIP]
    fiesta3.png
    2. Yes
    3. Yes

    Each rim has one material. It's better to have the least amount of materials as possible. Otherwise it will lag a lot which is exactly what happened with the FS30-2.
    I did the normal map in Blender by copying the model, beveling the edges and baking the normals from the high poly model to the low poly model. Blender Guru has made a tutorial about this technique:

    Sometimes I just paint a heightmap in Paint.NET and use a normal map plugin (https://forums.getpaint.net/topic/111602-normalmapplus-codelab-implementation/) to convert it into a normal map. Some details are hard to model but easy to paint and vice versa.
    fordRS.jpg
    95% of the time I use Substance Painter to make the diffuse and specular maps. It's really easy to make dirt, rust and scratches with it.
    Here are the RS rims' diffuse, normal and specular maps. Every one of them is 512x512 pixels.
    fordRS2.jpg


    I wonder how long it will take until someone gathers all the Fiesta pics in this thread, uses them to photoscan a model, makes it into a fully working mod and releases it before I can get this Fiesta done.
     
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  19. Velstydez

    Velstydez
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    Thanks for the knowledge, much appreciated :) Will come very handy with my Miramar :)
     
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  20. Cutlass

    Cutlass
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    are you doing the centre caps?
     
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