1. Stuck or having problems creating your mod?
  2. GPU Fatal Error? Intel HD Graphics 620/630 Crashes? Help us solve them!
    Dismiss Notice

WIP 200BX Pro-Drift

Discussion in 'Land' started by sjbphoto, Sep 10, 2019.

  1. sjbphoto

    sjbphoto
    Expand Collapse

    Joined:
    Sep 13, 2014
    Messages:
    398
    So, I decided to begin a drift cart based off the 200bx, and then thanks to Nekkit for the idea, it has become a pro drift car tube chassis style build. Now, unlike most Formula Drift cars, where those still have stock chassis, this is all tube chassis, sorta similar to a nascar, but still looks like the normal car. So anyways heres some pics!
    Will need help with Shell Jbeam, i can do the tube chassis jbeam, just not so much the shell.

    upload_2019-9-10_16-42-30.png upload_2019-9-10_16-42-45.png upload_2019-9-10_16-43-3.png

    If you are willing to help jbeam the fiberglass shell, please comment here or DM me.
     
    • Like Like x 25
  2. gσℓ∂ƒιяє

    gσℓ∂ƒιяє
    Expand Collapse

    Joined:
    Jun 21, 2018
    Messages:
    387
    Good luck!
     
    • Like Like x 1
    • Agree Agree x 1
  3. sjbphoto

    sjbphoto
    Expand Collapse

    Joined:
    Sep 13, 2014
    Messages:
    398
    Little update
    upload_2019-9-10_17-5-22.png
     
    • Like Like x 8
  4. SebastianJDM

    SebastianJDM
    Expand Collapse

    Joined:
    Apr 9, 2017
    Messages:
    836
    you need door bars, in case of door bangs which are extremely common. also don't forget that you can custom model all of the suspension components to be a lot more race-car and less oem (like control arms). tubed arms are very common since they're easy to make (and they're easy to model for you.) you can even keep the stock jbeam, but changing the mesh is a pretty nice detail on a car where you'll actually see the suspension quite well through the frame.
    s-l225.jpg
    ^^those are for a 240^^
     
    • Like Like x 1
    • Agree Agree x 1
  5. CrimsonCrocodile

    CrimsonCrocodile
    Expand Collapse

    Joined:
    Jun 27, 2017
    Messages:
    1,574
    Seriously impressive stuff. Really hope to see this finished :)

    Also, not sure if it's just me, but that tubing looks disproportionately large in some areas. Is that the standard diameter that is used in similar real-life counterparts?
     
    • Agree Agree x 1
  6. Addicti0nToB00st

    Addicti0nToB00st
    Expand Collapse

    Joined:
    Aug 22, 2018
    Messages:
    177
    A much needed mod for drift community! Also just one suggestion: may we see etk i6 in this car? Would be cool:)
     
    • Agree Agree x 2
  7. Kazern

    Kazern
    Expand Collapse

    Joined:
    Oct 2, 2015
    Messages:
    5
    the bars are very big compared to normal cars like for example its deffintly not a real rollcage and tube front size
    Also is the firewall going to be modified
     
    • Like Like x 1
  8. ICECREAM

    ICECREAM
    Expand Collapse

    Joined:
    Aug 16, 2013
    Messages:
    215
    Heyy, just poppin in to let you know that the "bars" are a bit big. Here's what they should look like. (Rollcage and tube front). This is just what I've done to my 240. Oh also, DO NOT forget about using paths in blender. Use a path to define where you want the tubes to be and then adjust the diameter and "resolution". After you have what you want then use a mirror modifier. Just a tip so the tubing stays the same uniform size all through out :). Hope you do well :)

    Capture.png
    Capture2.png
     
    • Like Like x 5
    • Informative Informative x 3
  9. sjbphoto

    sjbphoto
    Expand Collapse

    Joined:
    Sep 13, 2014
    Messages:
    398
    upload_2019-9-12_21-37-57.png upload_2019-9-12_21-38-12.png
    Little update for you guys.
    --- Post updated ---
    I forgot to use paths, cause this actually started out as just a vague idea as a cart. which i then shaped to fit this. Too late now, but it should be alright. Ill definitely take some inspiration from your bumper supports. Thanks!
    --- Post updated ---
    Not entirely sure, but i figure since the whole thing is only tube chassis it would have to be quite large (?) idk, if its shite ill just redo it, tubing isnt terribly hard, would be a pain in the ass tho
     
    • Like Like x 1
  10. WaFFacT

    WaFFacT
    Expand Collapse

    Joined:
    Jan 10, 2013
    Messages:
    19
    hoo yes ! what motor you planned ? i hope you make a 6 line cylinder
     
    • Agree Agree x 1
  11. CaptainZoll

    CaptainZoll
    Expand Collapse

    Joined:
    Nov 10, 2016
    Messages:
    1,118
    couldn't you just select each "ring" of nodes and scale them down in groups?
     
    • Agree Agree x 1
  12. Logan Oram Feltham

    Logan Oram Feltham
    Expand Collapse

    Joined:
    Jun 4, 2019
    Messages:
    17
    You and sjbphoto should work together in the future or something
     
    • Agree Agree x 1
  13. Sithhy™

    Sithhy™
    Expand Collapse

    Joined:
    Apr 5, 2017
    Messages:
    1,953
    He can. Just have to press Alt + S (I think) to shrink them down without modifying their length or position :)
     
    • Agree Agree x 2
  14. sjbphoto

    sjbphoto
    Expand Collapse

    Joined:
    Sep 13, 2014
    Messages:
    398
    So, took a little break due to irl car troubles, and will likely not progress a whole lot for another week or so to finish sorting out my car. But, I’m redoing the tube chassis using paths modifier, so that it can remain a uniform thickness and proper clean bends. No progress pics as of yet but I should have some in the next day or so.
    --- Post updated ---
    I do plan in adding a six cylinder engine. Probably between 2.5-3.0 liters and aim for NA power of around 220hp and then add turbos and the such. Would like to be capable of around 600-800hp. But that will be when I actually have a driving car in game.
     
    • Like Like x 1
  15. ICECREAM

    ICECREAM
    Expand Collapse

    Joined:
    Aug 16, 2013
    Messages:
    215

    I'm working on a vvti 1jz, you could use that as your cool 6 cylinder engine for this. FB_IMG_1568832855343.jpg
     
    • Like Like x 3
  16. sjbphoto

    sjbphoto
    Expand Collapse

    Joined:
    Sep 13, 2014
    Messages:
    398
    upload_2019-9-26_16-38-46.png upload_2019-9-26_16-39-46.png upload_2019-9-26_16-40-10.png
    This is now using path's so that it remains constant and uniform. I'm lovin' it already!
    --- Post updated ---
    That could actually work quite well, would you be able to get it textured and all that? I can get it in game and stuff but i have no clue how to texture.
     
    • Like Like x 2
    • Agree Agree x 1
  17. SebastianJDM

    SebastianJDM
    Expand Collapse

    Joined:
    Apr 9, 2017
    Messages:
    836
    you may be biting off more than you can chew if you can't texture an engine but you're working on basically a whole new car (which will need textures).

    texturing is easy if the UV map is reasonable. it's like using a coloring book, but with more flexibility and detail. just paint inside the lines and it will fold up like origami in the end.
     
    • Informative Informative x 1
  18. Blood-PawWerewolf

    Blood-PawWerewolf
    Expand Collapse

    Joined:
    Jan 18, 2016
    Messages:
    417


    Here’s a great example on how UV maps work and how textures are applied to a 3d model.
     
    • Informative Informative x 1
  19. Kazern

    Kazern
    Expand Collapse

    Joined:
    Oct 2, 2015
    Messages:
    5
    being the 200bx base he could just use the textures from that the only thing he really needs to deal with is tubing etc which is easy af
     
  20. Luizim_14

    Luizim_14
    Expand Collapse

    Joined:
    Jan 6, 2019
    Messages:
    8
    I'm so excited about this mod, just love tubed chassis. Great to see how much you've improved it during the time. How is the progress so far?
     
  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