Hi all, Introduction to me - This is my first post in this forum. I discovered beamNG a few days ago and absolutely love it!! open world sandbox / flightsimulatoresque. A childhood dream. I undertook the mission of learning 3D after putting it off for years, I have been at it since August of 22. I do not have any knowledge of working with game models but it would be definitely exciting to maybe make my model(s) useable in this amazing simulation! I have a long list of tribute projects I want to make. This Project - Land Rover Series II SWB 88 - Tribute Race truck / crawler / pre runner inspired mash up street vehicle. It has components taken from varying series I-III that I liked the look of. It does not have mechanical parts such as engine, brakes, brake lines, etc. But it does have a good amount of visual detail. I have built it as an aesthetic / design exercise. I will stop February 1 marking six months duration and move onto my next project. I am sharing simply because I enjoyed very much discovering this community and simulation having deep dived this past week. The passion and skill of the community is very inspiring. I have not yet dove into what it would take to make this useable and enjoyable in beamNG. I would likely start with simply making a box with wheels appear and move onto more and more complex models eventually my Land Rover. Perhaps it is built all wrong to make useable. I have made it entirely from scratch using photo references. I have used blender and fusion 360. If anyone keen to help or Have a template file or have done a bunch of vehicles please reach out. I have skimmed briefly of beamNG “how to’s” with vehicle mods but if there is one information resource that stands out to the rest in the process please do share!
Looks really good. I love offroading in this game, so it always nice to have another high quality offroader. Rooting and cheering for this project.
This is looking really awesome, but it appears that a lot of these parts are very high poly, which is not typically the best for BeamNG because of how deformation functions. If we could see polyflow on your models it would be great, we could give you advice on improving it all for BeamNG's purposes.
Thank you for your messages! As I guessed it´s far from useable if I read correctly as it sits it´s 27 Million polygons? haha I have nearly every bolt and rivet that´s seen through the exterior and interior, detailed doorlocks etc. Which can be reduced significantly with the hundreds of non visually critical parts I have but still, a big job in itself I am sure.
This thread was old until you said you are interested in it, sadly i don't think this is being worked on anymore :/