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Helen Weales

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Posts posted by Helen Weales

  1. Can't say I recommend using anything made in Sketchup, but you use export from Sketchup to a 3ds or like Gabe said, a Collada file (.dae)

    Why? I use Sketchup for models, and I smooth and texture them in Blender with excellent and clean results. I probably do 98% of my work in Sketchup. I've found it cuts time in more than half.

     

    I've also found it's best to export to a .3DS file in Sketchup to import it into Blender. You can also use Collada but I've ran into problems with it and .3DS works best for me.

  2. I can't speak for .39, but I've never come across anything that wasn't compatible with .38. I've never understood why users claim the downloads here are made for .37 only. Most errors are due to laziness of creators not including all of the necessary props in archives.

  3. I'm not trying to knock anyone's work here, but something this community desperately needs is all new 80-96 Ford F-Series bodies (7, 8 & 9th gen), particularly for BIGFOOT trucks because none of the existing ones are even remotely accurate. If I have enough free time soon I'm going to at least make an 87-91 body to upload to the scrapyard, maybe the other generations too. I've been thinking about making BIGFOOT 8 & 9 for the past year, but I haven't been able to figure out how to alter the nodes for functional cantilevers. If anyone could give me some pointers, I'd be grateful.

  4. Some of you might remember my Praxis and Ford electric concept monsters -- I'm almost finished with another. This one is called the Straker Omega/4. I wanted this body to be a bit unusual and alien-like, kind of ugly but also strangely attractive, like a hot girl with a weird nose. I put more detail into the LED-laser lights this time rather than just painting them on. I decided to use two older (updated) liveries that I've always liked, Awesome Kong (based on II) and AM/PM Boss; and one fictional livery called GROWLER. I've been trying to resist going overboard with detail in the models because I do drive these and I want the sim to run smoothly, so a lot of things are kind of abstract and minimal, but smooth and clean. I could easily add every little wire, switch and bolt, but really, what is the point if it's not drivable because of lag? I still need to fine-tune all of the props and other small details.

     

     

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    • Upvote 8
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    I hope you don't mind some constructive criticism. The front wheel wells could use some re-shaping -- they need to be larger to have the distinctive shape that BIGFOOT used, especially for BF 11 (11 had slightly larger openings than the others at the time). Also for any BIGFOOT truck, ZF axles are a must -- it really gave/gives their trucks a unique, clean look that non-ZF trucks do not have as the components are facing inwards rather than outwards. Made their trucks looks very svelt. The front bumper also needs to be taller, and the fastback could use some re-shaping as well. But otherwise nice work, and it's nice to see someone making historic BIGFOOT trucks (doesn't seem to be a lot of BF love here)!

  6. Would someone mind uploading, or directing me to where I can find the models and textures for the King coilover shocks that are commonly used? Every truck I have found on this site that uses them are missing parts...

     

    Any help would be much appreciated!

  7. It sounds like the material file isn't linked to your new textures, and is still trying to find the old ones. I think if it weren't linked to the mesh itself, the game would crash. When I started editing I had all kind of problems with managedmaterials and gave up on it. The easiest way I have found is to skip managedmaterials in the .truck file altogether, and keep everything in .material files. I am not sure why people use it -- unless I'm missing something, managedmaterials doesn't do anything differently than a simple material file. I keep a template text file handy with all of the data for transparency, reflections, etc; so I can easily find & replace file names, then copy paste to the new material file.

  8. what do you guys use to paint the truck bodies???

    I mostly use CorelDraw, and Photoshop for any tricky details that I can't achieve in CorelDraw. For quick basic editing I still use Paint Shop Pro 7, which funnily enough I used for MTM2 editing 15 years ago!

  9. Really good looking stuff, DiggerFan. Did Awesome Kong actually have "Sponsor" on the truck at one point? I remember it ran a flag that said something along the lines of "sponsor wanted" during an event. Hard to believe Chevrolet never approached the team...

  10. I'm once again trying to edit the swaybars. I watched the tutorial on how to edit node/beam structures via Blender, but I still cannot for the life of me figure out what is controlling the sway bars... Would anyone be so kind as to highlight where they are in the image below?

     

    Also, why does the truck go absolutely crazy when I try to remove the flag? I presume it's connected to something else and it has to stay? And does all of this control the weight distribution or is that related to something else in the .truck file?

     

    I really want to get all of this figured out so I can put the finishing touches on my electric truck projects, and begin BIGFOOT 8 with fully-functional cantilevers. Any help would be much appreciated!

     

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  11. Any way we could see one based on Bigfoot 20?

     

    Probably not. I'm not really a fan of BIGFOOT's graphic design direction since the original painter Dan Patterson died years ago. The Ultra truck I posted is how I would make an electric BIGFOOT. My next project might actually be an accurate version of BIGFOOT 8/9 if I can figure out how to edit nodes/beams to make the cantilever suspension work.

     

    someone say bigfoot 20 / speaking of electric monster trucks

     

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    This is awesome! Is the driver model available anywhere?

  12. Node/beams can be edited manually in the .truck file using Notepad or done much easier in Blender. Kozak (Outlawed) made a tutorial on it: we just need an entirely new n/b structure. I know several members have said that and a few have also worked on more accurate ones, but the only one that's been released is Matt's (SealedGecko) PEI breakable, which is still a WIP.

    Interesting, didn't know this could be done in Blender. Where can I find the tutorial?

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