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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
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    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to go back to update the already done textures to make them compatible with PBR, which is a first for me, the mod was outdated before it was even released ;) But was worth it!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
     
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  2. Occam's Razer

    Occam's Razer
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    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.
     
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  3. The Shotty

    The Shotty
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    screenshot_2021-07-05_08-29-01.png
     
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  4. LucasBE

    LucasBE
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    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
     
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  5. StinchinStein

    StinchinStein
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    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
     
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  6. MrJavelin

    MrJavelin
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    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.
     
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  7. Spiicy

    Spiicy
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    screenshot_2021-07-06_00-18-27.png upload_2021-7-6_0-20-5.png
    its what makes a subaru a subaru lmao ​
     
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  8. fufsgfen

    fufsgfen
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    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'
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    byeah
    upload_2021-7-6_16-17-41.png
    wigeon0.png
    pigeon2.png
     
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  10. Mr_Awesomeness12 2

    Mr_Awesomeness12 2
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  11. StinchinStein

    StinchinStein
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    WIP Speedo / Tacho App
    upload_2021-7-6_14-12-18.png
     
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  12. CarFanatic86

    CarFanatic86
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    An axe, because everyone needs axes.
    default.png
     
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  13. Agent_Y

    Agent_Y
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    This could literally be done with 30 nodes instead of 300, why is it so ridiculously overcomplicated???
     
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  14. CarFanatic86

    CarFanatic86
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    I'm just fooling around with the Blender jbeam exporter :p I wanted something to throw at cars
     
  15. Shuddair

    Shuddair
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    Dec 16, 2020
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    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...
     
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  16. StinchinStein

    StinchinStein
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    #29196 StinchinStein, Jul 6, 2021
    Last edited: Jul 7, 2021
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  17. silvermanblu

    silvermanblu
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    Mar 1, 2013
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    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
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  18. etca1515

    etca1515
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    Very nice!
     
  19. Franz027

    Franz027
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    Seems really nice!
    What's the name of this vehicle?
    Could u explain us?
     
  20. etca1515

    etca1515
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    I think it's an AMC Eagle
     
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