Bit different to my usual approach; I normally split parts as I model them. Managing edgeloops that run right around the car isn't as bad as I thought it would be! (imported from here)
I quite like this approach of modeling better. But as you once said it leads to a lot of unneeded polys. I love the design btw. Is it related to the SSP2? In other news: I fixed the headlight and the socket on the Del Sol: left side old, right side new. More progress will come today
I'm tired. hueuhe. (imported from here) (imported from here) First has something weird still. Maybe the textures are too sharp.
Curve your pillars, less half the community add that to the list of things they dislike about your car.
Well, it's clearly lacking depth. Like there's no bump map present at all, it's too flat, comparing with a real one is evident: Maybe just a bit more of contrast would help, making the deeper parts darker. But hey, impressive work as usual, even though I tend to lurk more than write
Followed a tut and ended up with this (imported from here) and then tried to put it in the game (imported from here) oh well enough I'll just finish the rest of the wheel.....
A spec map does wonders to add depth to the look. You could also try increasing the strength/scale factor if using a grayscale heightmap to normal map filter.
Pretty chuffed at how the shading turned out. Now to abandon this project forever out of laziness and disguise it as a polyflow exercise (imported from here) This was just a polyflow exercise.
Made some progress on the trailers. Both trailers n/b still need lots of finetuning... The front axle of the flatbed trailer somehow is difficult to get right. The axle turns, but not smooth.
Unsure where to post this. It's development..technically. Mod development. I made mod, yup. So development. Because mod. A part mod. For T75. Same basics as the one I posted before but attach on the CrashCart I'm making, but this one has different shape and it's attached to a 7Tonne truck. The T75 Hood seems so weak.
I've decided to start something from scratch. This is three hours of progress. It is currently a sausage. A very organized sausage. I might have too many nodes right now. If I can't make it stable enough, I'll have to remove a few. It may not look like much yet, but everything else is actually done (all the files are set up and working properly, but the parts just need nodies and beamies). More coming soon.
Well i have been working on and off on this. thought it was time to say something i am making a rollover sled for crash testing. The mesh sucks and its a heavy WIP but still i think its pretty good. I need to make it a consistent rollover too. [webm=]http://www.beamng.com/attachment.php?attachmentid=49126&d=1419554939[/webm]