WIP 1998-2005 Dormont Gemini

Discussion in 'Land' started by CaffeinatedPixels, Jul 22, 2022.

  1. CaffeinatedPixels

    CaffeinatedPixels
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    After a decade of playing BeamNG...

    I am making something.

    The Gemini is a mid-size 2+2 coupe created by Dormont (a subsidiary of the SM Corporation) for the 1998 model year. The base and TX models come with a 2.2L I4, while the premium GTX trim features a 3.5L V6 sending 200 hp to the rear tires.

    Right now, I have the basic body shell modeled and the basic jbeam is in the game. That's it. It's gonna take a loooooooong time to get this to a usable state. Hopefully I'll be updating this thread frequently with progress shots and news regarding further mods.

    Untitled.png BeamNGdrive_20220721-2309.png

    Help and feedback is greatly appreciated! This is my first time making a full-on mod of any sort, so I want to make sure I do this right.
     
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  2. Franz027

    Franz027
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    Sounds nice!!
    Keep it up man
     
  3. mustangporsche67

    mustangporsche67
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    looks great, however, is this the JBEAM? if so, it seems waaayyy to high poly, and if you choose to do the entire car like that, many pcs will suffer.
     
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  4. Jackets64

    Jackets64
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    It looks to me like he used the Blender Jbeam exporter and exported the jbeam with the same geometry as the model.
     
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  5. CaptainZoll

    CaptainZoll
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    not to mention it won't be possible to make it stable without making the car weigh 10 tonnes, since there's just such a numerous amount of nodes.
     
  6. t0m@e1

    t0m@e1
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    i like high poly jbeam my pc is not lags
     
  7. Porsche lover

    Porsche lover
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    What
     
  8. t0m@e1

    t0m@e1
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    i forgot to add ,
     
  9. bloxxor

    bloxxor
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    That's not how that works, the more nodes, the heavier the car, and if you want a car to feel right you need to get the weight right
     
  10. ModerNoob

    ModerNoob
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    cool
     
  11. CaffeinatedPixels

    CaffeinatedPixels
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    Yeah, I did. Good to know I have to create a separate simple jbeam before I go any further. :eek:
     
  12. Jackets64

    Jackets64
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    Study the official cars and their jbeams related to their models, specifically unibody models like the Gen 2 Pessima which, now that I think about it, could be a good base point for your vehicle’s jbeam, albeit significant modification would be needed to convert it to a properly usable RWD sports car.
     
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  13. robben896

    robben896
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    Make the 3d temporarily low poly and then generate that jbeam again and then turn 3d back to normal poly?
     
  14. Agent_Y

    Agent_Y
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    Bruh it's easier to just make it from scratch
     
  15. RyanCookie

    RyanCookie
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    there is nothing easy about making a jbeam, especially from scratch
     
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  16. Agent_Y

    Agent_Y
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    But it's still easier than reducing the polycount of a mesh until it's usable as Jbeam, then increasing it back to previous value for some reason when you could just make a new mesh instead
     
  17. robben896

    robben896
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    Ofcourse i meant creating a new low poly mesh. I was hoping people could read between the lines.
     
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  18. Agent_Y

    Agent_Y
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    That wasn't very clear, there are lots of people in the forums who would unironically suggest that because they aren't very smart or are kids
     
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  19. LucasBE

    LucasBE
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    It's definitely easier to make one from scratch than trying to make the blender exporter plugin work.
     
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  20. Porsche lover

    Porsche lover
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    As far as I know people convert low poly version of their mesh into a jbeam. Could be wrong though. That really depends on people skill as it could be easier for him to just 3d model mesh twice in both mid poly and super low poly variants.
     
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