I'm sorry for getting back to this, but since the report function doesn't seem to work very well anymore, I'd still like to reply to it: Modeling over or directly stealing someone elses geometry and claiming it as your own for some personal project can cost you your job at that game company you said you got hired at.. It can also mean you'll never get a job at a 3d company ever again because they will keep a record of this, unless it's some Russian company that doesn't care about quality or copyright at all. Just bare that in mind next time you steal someone elses axles... or SEATS... Especially when you put it on a forum.
This is one of my favourite American cars, one of the few I actually like And it'll have a crappy leaf suspension just like a real 'vette, right?
Huh. Didnt know child labor was legal now. wasnt there some big bitch-fest about holland being underage?
I want to apologize for everything that I've done wrong here. Dkutch I'm apologize for taking your design and claiming as mine, I'm also sorry when I put you down a while back, and I'm sorry to the Community for starting this unpleasant moment. I hope I'm forgive and I will not do anything close to this again. And I didn't morel over his axles, I used them as a reference, and no I didn't trace them or anything of that sort. Again I'm I apologizing for what I've done.
If you knew what was good for you, youd just leave it at an apology rather than arguing about it more, further irritating the forum goers
May I interrupt your argument? Thank you. I thought it would be easier to make the corrugated metal part if I wrapped it around the headlights. Still needs the headlight support things, they're actually quite tricky. Once those are done I'll fix some things and tidy up then make it corrugated. Once I finish that it's all quite (really) easy, the back is literally a corrugated box. I haven't forgotten about my M3, I just want to make this one first. Because I have planzzzz...
That would look terrible, specially considering the fact that the entire body is made out of corrugated steel. You can clearly see when something's normal mapped, even more with BeamNG's current shaders. On the poly side, it won't be that much, as the body is a box. So no complicated body shapes, just the sheet metal. I'm not gonna put a lot of detail into the engine/chassis/suspension stuff either.
I'll be honest and say I would forgive you, but hasn't this happened before? IIRC it did back in the early days. (Like moonbuggy.)
Strongly disagree - the ribs don't affect the silhouette at all, so normal mapping them would be a great idea: (imported from here)
I guess this can go here. While I still need to come up with some more plant textures, this landscape is coming together.
If you put no reflection on the body, it'll look great... If you plan on making it even remotely shiny, it'll look crap... None of these Citroen vans that I've seen had any reflection lefto n them so I guess it should be fine?
I do also think that modeling the corrugations in is a better option than normal mapping them. I will admit that normal maps have amazing potential for replacing modeled details, and do look spectacular for the amount of triangles when done correctly, however external styling, in this case, the corrugations, are better off done by modeling them in. The reason for that is that the exterior of the vehicle is visible from lots of different angles, so when you look at the panels at certain angles it will be apparent that they are flat. Also, BeamNG's current rendering system does not support reflection affected by normal maps, which will not look good on the corrugations. If you look at the paint on the real car, especially the bonnet and above the windscreen, you can see the paint is reflective. I think that the best way to do them is to model the car without the corrugations and then model each corrugation separately, and place itn non welded, onto the model like so: note that any edge loops that run through the flat panel behind must also run through the corrugations so that it deforms uniformly. As far as the polycount, the flat panels should counterbalance the extra ploys of the corrugations, but even if it ends up being high poly, it does not really matter, as on most computers it's the physics simulation that uses the most power (unless your graphics card is bad, then it's a different story). That said, I believe that this vehicle could be modeled like I showed above without having an excessive number of polygons. In general, I believe that normal maps should not be used for metallic substances, mainly styling cues in cars ( I suppose the Pigeon's tailgate writing is an exception, though I still probably would have modeled it in). Normal maps work very well though on complex details e.g engine blocks and chassis ridges, and they are also excellent on non lustrous materials, such as the tyres and carpet/interior details.