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Helen Weales

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Everything posted by Helen Weales

  1. I think it looks fairly accurate, although lightening it by a tiny amount probably wouldn't hurt. But with the dodgy lighting in RoR, it probably wouldn't matter.
  2. Wow DiggerFan, everything looks incredible!
  3. It's been a while since I've used .38 so my memory is a bit foggy, but I seem to remember having issues in single player with more than four trucks spawned -- RoR would often crash unless I was using a terrain with little to no models/textures. I also remember issues with RoR crashing when removing trucks and trying to add new ones..39 and up seems to have fixed whatever the issue was because I can remove and add as many as I want with no crashes. As far as lag, I think it's down to your hardware although I suspect RoR (at least older versions) does not utilize hardware very efficiently, so I wonder even top-level hardware performs lag-free?
  4. No need to apologize, I didn't think you were being snarky. When I get a chance, I will double check my driver models again to see if they are off. What I had intended to do was create models that were as accurate as possible in size, so new frames could be built around them -- I think that is a good way to gauge chassis size when basing models solely on photos. I definitely need to fix the male arms as they are too thin. At some point I want to make new drivers entirely which I might do when I step my electric trucks up to "stage 4" designs.
  5. I agree about chassis baking not being necessary -- out of all of the experiments I've done, baking has made little to no difference in-game. Plus, with a solid color you can literally use a 1x1 pixel image or share an image with another part of the truck (both of which saves on loading time and reduces lag).
  6. Sorry, I was not implying the quality of the work isn't good (it is), and the driver could be too small; but judging solely by the image of the actual truck from an angle, I think the bottom portion is larger than the midsection. This is what it would look like with the midsection height shortened: I could be entirely wrong, just an observation. I wonder if the team could provide you with a side shot of the frame if you messaged them on Facebook page or something?
  7. It could be the angle of the photos I've seen of Fluffy, but it appears as if the midsection of your frame (shock mount to shock mount) is too tall which might be why the driver's head is not closer to the top of the roll cage. On the actual truck, the bottom section seems to be much taller than the midsection. It's hard to be sure without a better side shot than below, but you could take a screen shot of your chassis from the same angle and do a transparent overlay in Photoshop.
  8. When I made the driver & seat, I recall it being more proportionally correct than this (with the frames we use & when compared to the old driver model), but it does seem rather small in this photo. At the same time, the roll cage seems unusually tall. Which truck is this?
  9. Did you ever figure this out? Usually issues like this are related to material files not being properly associated with meshes, or even missing materials.
  10. The Jeep looks great! Love the tires, too!
  11. I think Sketchup is more powerful than most realize, especially with certain plugins installed. I do most of my work in Sketchup before applying finishing touches in Blender and exporting to RoR. I think the problem with using existing Sketchup models from the 3D Warehouse is that most are sloppy and lack detail, and get even messier when importing to Blender. But as RKM mentioned, they often make great guides. But the Jeep looks like a pretty solid base to me. Personally, I would simply cut out the rough areas and rebuild them.
  12. Are you using a spec map for this?
  13. .....Sorry for the spam. Was meant to be lighthearted. Anyway, I've recently found some time to work on the electric trucks. Special dirty tires for round 12, driver updates, and various truck details. Still need to make sounds for these things. I'm also working on redoing the Straker body, but progress is not shown in this photo. My aim is to get the verts down and give it more distinctive wheel wells. I'm currently thinking of releasing a track with a few trucks as a public beta "sample", mostly because I've been posting these for two years and haven't released anything, and I think some of you have been wanting to try these out. Is this a good/bad idea?
  14. Looks amazing as usual! Any plans to make BIGFOOT IV?
  15. I think NitrousInferno is referring to the reservoirs. The real truck has one next to each shock, whereas the RoR version doesn't. The reservoirs are also too large when compared to the real truck, and should be silver rather than gray. Otherwise, looks good.
  16. Finally cleaned up and baked the Ford bodies, and got the spec maps where I want them for BIGFOOT Racer and Ultra:
  17. It's been a while since I've posted anything here. I made new textures for my asphalt/concrete and dirt/mud tires, trying out new things with spec maps. It's always hard to capture lighting in a RoR screenshot, but the dirty/worn areas do not shine, while the rest do. It looks pretty realistic in movement. Also, an interesting note is that DiggerFan's crushable cars from the 1985 Indy track appear as vehicles in .4.5, so they can be spawned in any terrain. I've also been working on baking all of the bodies, which I didn't do when I originally textured them. So far I have the Praxis trucks done, which can be seen in the last two photos. A lot of other miscellaneous parts have been modified and added.
  18. Is this the logo you guys are talking about?
  19. Did you do anything special/different to acheive the metallic blue? It looks really nice.
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