Beetle/bug car progress

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Baardman
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Beetle/bug car progress

Post by Baardman »

Thought i make a new topic because i felt like i hijacked someone else post. Sorry for that.

I worked on wheel last days. adjusting it a bit. Hopefully i can fix all the things Buggie mentioned. ("dark mark on cover for rear wheels") i don't have in my model/scene maybe its a some weird import problem or accidently move a uv point somehow.

Starshape rim is a bit to dark now, got ruined when changing imagetype i think but i can fix it later, fixed UV to be within the borders now which is most important issue.
wheel_ut99.png
I could adjust the inner circle to be more round and the grey outside of the starshape to be smaller so it looks like a brakedisc.

But gonna work on the "making chassis UV more compact" first i think making multiple textures for chassis.
Not sure how many i should use 2/3? and 1 seperate for all chrome parts of the car?
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Buggie
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Re: Beetle/bug car progress

Post by Buggie »

Mesh can use up to 8 textures. So it up to you until it fit in 8 textures per mesh. If you want env mapped texture, yes it need separate texture, since flags on skeletal mesh set per material AFAIK.

About dark mark. That happen because UV goes on black side. Look where cursor:
scr_1724185388.png
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Baardman
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Re: Beetle/bug car progress

Post by Baardman »

should i go for something like this?
6b64422965fec7c0f27b548e7a8adeb2.jpg
d775f6ede13e377f4495631d1efc7908.jpg
i made the UV's into 4 different sets for now.
uvbeetle.png
i made this texture in photoshop as test, i could add more rust patches lines or dents maybe
test_texture2.png
Naamloos-2.jpg
side.jpg
have not added the extra geometry and chrome yet.
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Buggie
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Re: Beetle/bug car progress

Post by Buggie »

Nice. :gj:

Skin 4 and 1-2 use same parts?

About color - idk for gray - we already have 2 grey jeeps. Possible need try different colors.

We have Tank Scorpion with lot military skins. Maybe here you find some inspiration - IDK.
scr_1724520410.png
scr_1724520436.png
scr_1724520459.png
scr_1724520482.png
scr_1724520500.png
Or it can be very colorful like mini coopers for example. Or as beetles itself.
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Baardman
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Re: Beetle/bug car progress

Post by Baardman »

I think i fixed most things mentioned, scaled it up x32 time and made Blender 4.1 file, fbx, obj, maya2023.
Also added side mirrors, exhaust, chrome ridge in the middle on hood and sides door.
No teamcolors yet but that will be easy job, if this model is acceptable i can make them quickly with photoshop.


preview.png
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bug26.7z
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Buggie
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Re: Beetle/bug car progress

Post by Buggie »

Wow. Amazing results! :gj:

There only few small notes:

1. Left side for front window (from driver) screwed a little.

2. Engine texture somehow goes tilt to right, not straight up. Texture near front wheels too tilted.
Or maybe it visually appear so. not sure.
scr_1724609975.png
scr_1724610016.png
3. Protector on tires not look in same direction for left and right wheels.
scr_1724610079.png


4. UV not for all textures in 0 - 1 range. However nothing critical. I easy fix it in milkshape.

5. UV for sides is better enlarge for get more resolution for it.
scr_1724611202.png
scr_1724611640.png
(left side screwed, since milkshape select by points, and if points merged it move both UV together)

6. UV on front can be stretched by X. UV can use different scale for X and Y (U and V).
scr_1724611767.png
scr_1724611837.png
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Baardman
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Re: Beetle/bug car progress

Post by Baardman »

Buggie wrote: Sun Aug 25, 2024 7:55 pm Wow. Amazing results! :gj:

There only few small notes:

1. Left side for front window (from driver) screwed a little.

2. Engine texture somehow goes tilt to right, not straight up. Texture near front wheels too tilted.
Or maybe it visually appear so. not sure.

scr_1724609975.pngscr_1724610016.png

3. Protector on tires not look in same direction for left and right wheels.

scr_1724610079.png



4. UV not for all textures in 0 - 1 range. However nothing critical. I easy fix it in milkshape.

5. UV for sides is better enlarge for get more resolution for it.

scr_1724611202.png
scr_1724611640.png
(left side screwed, since milkshape select by points, and if points merged it move both UV together)

6. UV on front can be stretched by X. UV can use different scale for X and Y (U and V).
scr_1724611767.png
scr_1724611837.png

i think i fixed most things now, but im not sure i understand all things like for instance the under/inside wheel cover skewed in your picture i dont have that in Milkshape, also i dont see the front window skewed in Milkshape after import.
i made the UV's of those more straight though following the UV grid maybe that is what you mean.

i fixed the material names and removed unused ones. fixed tire direction,
corrected the underside as much as possible. scaled up image and uv of front and sides. and moved mirrors UV to side. and all UV's in range and overlap now.
i added a milkshape filetype also ( 1.8.4)

underside is not perfect but i think its pretty straight now, i could not find a good photo on internet so i had to combine a few together and the middle section was lower resolution, i added some edges to the bottom so i could use those UV's to align the bottom better.
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watnou.7z
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milkshape.jpg
milkshape2.png
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Milkshape i find a peculiar program. if i import the model some materials are dark and only visible if i change Ambient/diffuse and then texture becomes visible.
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Buggie
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Re: Beetle/bug car progress

Post by Buggie »

OBJ .mtl file is not good. Ka and Kd zeroed. I set 1 to all and it import fine.

I guess all fine now. I will try use it in uT and will report if something goes wrong.

Need only get rid of 100 000 groups which appear :D for reach exact wheels and body.   
Auto merged new post submitted 16 minutes later
Idk, for this UV. There left a lot unused space. If you can extends it - then that be good.

If no then no.

There can be stretched vertically.
scr_1724903201.png
There can be stretched horizontally, left piece.
scr_1724903189.png
I guess other colors now can be make as well.   
Auto merged new post submitted 3 minutes later
Btw get rid from this crazy groups - after reexport via blender. Just not export material groups.
scr_1724903467.png
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Baardman
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Re: Beetle/bug car progress

Post by Baardman »

Buggie wrote: Thu Aug 29, 2024 4:52 am OBJ .mtl file is not good. Ka and Kd zeroed. I set 1 to all and it import fine.

I guess all fine now. I will try use it in uT and will report if something goes wrong.

Need only get rid of 100 000 groups which appear :D for reach exact wheels and body.   
Auto merged new post submitted 16 minutes later
Idk, for this UV. There left a lot unused space. If you can extends it - then that be good.

If no then no.

There can be stretched vertically.
scr_1724903201.png
There can be stretched horizontally, left piece.
scr_1724903189.png

I guess other colors now can be make as well.   
Auto merged new post submitted 3 minutes later
Btw get rid from this crazy groups - after reexport via blender. Just not export material groups.
scr_1724903467.png
I can make uv"s bigger i will try tonight or tomorrow( dont know if it matters though because scaling up the texture will not increase resolition of them)
But also problem is when making UV bigger you have to remove all those materials in groups again i see in Milkshape if i upload it, dont know Milkshape and OBJ file format seems to have import problem alot in my experience now. Thanks


And offcourse i will make team colors
Buggie
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Re: Beetle/bug car progress

Post by Buggie »

Well, model will use more pixels. So it there be better texture, then there be more pixels per surfaces of mesh.
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Baardman
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Re: Beetle/bug car progress

Post by Baardman »

i made some adjustment in UV and texture i think this is better, only front UV still the same but texture is better i think with darker lines on hood.
it difficult to get everything perfect because geometry does not follow every line and curve in texture, it gets skewed, i should have made geometry with UV texturing in mind and export the UV lines to photoshop then fill in. but i get to excited i think and not enough experience.
bug68.7z
front.jpg
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back.jpg
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Baardman
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Re: Beetle/bug car progress

Post by Baardman »

Made some color textures today, to test out. (pink was just for fun) not sure what to do for the main color.
i need colorless version? Maybe a rusted version? or stainless steel? i may have to find a good texture. not sure about this.

if anyone has a good idea i appreciate.

i think this grey one does not look good btw it just some random scratched metal.
maybe detailed rusted patches like realistic look would be nice? or just plain white?
colors2.png
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Buggie
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Re: Beetle/bug car progress

Post by Buggie »

No idea honestly. If model ready to final I can start make vehicle from it. Skins can be added later.

I guess need some sort of 4 main colors. All other quite optional.
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Baardman
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Re: Beetle/bug car progress

Post by Baardman »

Buggie wrote: Fri Aug 30, 2024 10:45 pm No idea honestly. If model ready to final I can start make vehicle from it. Skins can be added later.

I guess need some sort of 4 main colors. All other quite optional.
i think the latest version i uploaded can be considered finish ( bug68 ).

this file are only colors no model, might have some faults i have not looked at them all in 3d yet so i will do that coming week.
and make 1 realistic texture ( bare metal with rust patches and scratches ) or something like that.
pink not needed i know, i was just having fun. :ironic:
bug68_color.7z
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Buggie
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Re: Beetle/bug car progress

Post by Buggie »

Beetle added for next XV version.
Can be tested now on XV server (appear randomly instead of JeepSDX).
scr_1725692675.jpg
scr_1725692704.jpg
scr_1725692724.jpg
scr_1725692741.jpg
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