More configs are getting done: 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to go back to update the already done textures to make them compatible with PBR, which is a first for me, the mod was outdated before it was even released But was worth it!
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.
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.
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.
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 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
This could literally be done with 30 nodes instead of 300, why is it so ridiculously overcomplicated???
Here's a video of the Tacho app I'm making from earlier. Hoping to release it soon to the repo. It has a working odometer too (currently it resets along with your car, I'm hoping to change that later) https://www.beamng.com/resources/stein-dashboard.18847/
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.