1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

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

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

  1. JorgePinto

    JorgePinto
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    1,271
    More configs are getting done:

    screenshot_2021-07-04_01-34-47.png

    Of course I first had to go back to update the already done textures to make them compatible with PBR, which is a first for me, the mod was outdated before it was even released ;) But was worth it!

    screenshot_2021-07-04_01-35-02.png
     
    • Like Like x 5
  2. Occam's Razer

    Occam's Razer
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    1,152
    It looks like the kind of thing one makes when they're learning, it's not the end of the world.

    At a glance, I'd recommend the following:
    • Avoid large untextured surfaces. The windows don't appear to have any surface texture on them, just the global cubemap, making them look flat. A good official material to use as a base is 'highrise' from WCU, that should suit your needs.
    • Define your scale. To me, the upper floors look massive in comparison to the entry floor, distorting the perspective. Try to make each window between 3-4 units tall in Blender, that should put it in the range of standard commercial floors (entry floor is customarily a little taller).
    • Look at reference material. There are a bunch of rules and procedures for how real-world buildings are designed and built that are important to how they look. But with enough reference material, you don't actually need to understand any of them. Here is a good image of an office tower that might tell you what to look to improve.
    It also looks like the concrete material's normals are flipped on one channel, probably green.
     
    • Like Like x 7
  3. The Shotty

    The Shotty
    Expand Collapse

    Joined:
    Mar 15, 2014
    Messages:
    1,556
    screenshot_2021-07-05_08-29-01.png
     
    • Like Like x 10
  4. LucasBE

    LucasBE
    Expand Collapse

    Joined:
    Mar 22, 2015
    Messages:
    2,481
    Remade the interior from the ground up. New 3D model and PBR materials
    screenshot_2021-07-05_17-40-11.png screenshot_2021-07-05_17-40-29.png screenshot_2021-07-05_18-07-38.png
     
    • Like Like x 26
  5. StinchinStein

    StinchinStein
    Expand Collapse

    Joined:
    Jul 16, 2014
    Messages:
    754
    I decided to start hacking away at BeamNG.drive modding again! ;)
    I wrote my own UI from scratch in about 3 hours... It's very rudimentary and is literally what you see in the video.

    I doubt I'll ever release anything with it since it would most likely completely break the game every update, and if I do it wouldn't have nearly as many features as the current BeamNG UI has. (though if enough people are interested in it I might make a thread for it or something, not sure yet)

    I just figured some people would be interested to know it's entirely possible to replace the game's UI with your own.

    upload_2021-7-5_11-31-8.png
     
    • Like Like x 10
  6. MrJavelin

    MrJavelin
    Expand Collapse

    Joined:
    Apr 21, 2019
    Messages:
    660
    i like what you did. something about the minimalist design makes it look very good. it looks like the UI you would find in a tech demo of the game.
     
    • Like Like x 1
    • Agree Agree x 1
  7. Spiicy

    Spiicy
    Expand Collapse

    Joined:
    Sep 8, 2016
    Messages:
    3,797
    screenshot_2021-07-06_00-18-27.png upload_2021-7-6_0-20-5.png
    its what makes a subaru a subaru lmao ​
     
    • Like Like x 30
    • Agree Agree x 7
  8. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    It is actually 3 meters for each floor, that was done mostly for material testing, so all faces have textures and other maps created in Substance painter, it's really bad I know, when using textures and other maps makes impression of not being textured :D

    Funny part is that I did use exact same export settings in Substance painter which BeamNG team uses, yet still somehow I got nothingess out from it, that is truly amazing.

    I think I focus more on conversions as those seem to work bit better for me, probably it is better that if I use official content that I just place to enrich converted map as it really seem to be that I don't possess capability of seeing form/shape :(

    Anyway, I like from your reply and that you spend your time to give tips on this, much appreciated :)
     
  9. Dayz Me Rollin'

    Dayz Me Rollin'
    Expand Collapse

    Joined:
    Dec 8, 2016
    Messages:
    794
    byeah
    upload_2021-7-6_16-17-41.png
    wigeon0.png
    pigeon2.png
     
    • Like Like x 15
  10. Mr_Awesomeness12 2

    Mr_Awesomeness12 2
    Expand Collapse

    Joined:
    Dec 16, 2015
    Messages:
    281
  11. StinchinStein

    StinchinStein
    Expand Collapse

    Joined:
    Jul 16, 2014
    Messages:
    754
    WIP Speedo / Tacho App
    upload_2021-7-6_14-12-18.png
     
    • Like Like x 8
  12. CarFanatic86

    CarFanatic86
    Expand Collapse
    Banned

    Joined:
    May 5, 2021
    Messages:
    66
    An axe, because everyone needs axes.
    default.png
     
    • Like Like x 8
  13. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,056
    This could literally be done with 30 nodes instead of 300, why is it so ridiculously overcomplicated???
     
    • Agree Agree x 1
  14. CarFanatic86

    CarFanatic86
    Expand Collapse
    Banned

    Joined:
    May 5, 2021
    Messages:
    66
    I'm just fooling around with the Blender jbeam exporter :p I wanted something to throw at cars
     
  15. Shuddair

    Shuddair
    Expand Collapse

    Joined:
    Dec 16, 2020
    Messages:
    269
    upload_2021-7-6_13-19-14.png
    Codename "Big D". Nowhere near done but I hope to get it on the repo unlike my other projects...
     
    • Like Like x 9
  16. StinchinStein

    StinchinStein
    Expand Collapse

    Joined:
    Jul 16, 2014
    Messages:
    754
    #29196 StinchinStein, Jul 6, 2021
    Last edited: Jul 7, 2021
    • Like Like x 9
  17. silvermanblu

    silvermanblu
    Expand Collapse

    Joined:
    Mar 1, 2013
    Messages:
    645
    Yes this is a meshslap. It is not stolen and most likely won't be released publically. Its just a vehicle that I have wanted in beam for a long time and I finally am close to getting it at least half way looking and driving good.
     

    Attached Files:

    • screenshot_2021-07-06_20-59-08.png
    • Like Like x 5
  18. etca1515

    etca1515
    Expand Collapse

    Joined:
    Jan 14, 2019
    Messages:
    798
    Very nice!
     
  19. Franz027

    Franz027
    Expand Collapse

    Joined:
    May 8, 2020
    Messages:
    4,063
    Seems really nice!
    What's the name of this vehicle?
    Could u explain us?
     
  20. etca1515

    etca1515
    Expand Collapse

    Joined:
    Jan 14, 2019
    Messages:
    798
    I think it's an AMC Eagle
     
    • Like Like x 1
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice