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luchian

Administrator
Staff member
@garyjpaterson I like them. They look believable. Spline+array modifier ?

And I need to add a bit of random in mines. They look too perfect.

Sent from my phone using Tapatalk
 
@garyjpaterson I like them. They look believable. Spline+array modifier ?

And I need to add a bit of random in mines. They look too perfect.

Sent from my phone using Tapatalk
Just made manually, (the welds, not the roll cage, those are spline/sweep) because I use low enough poly tubing for the cage. I either manually intersect the two tubes or use proboolean + clean it up, then I just add a small chamfer, add a loop in the middle and pull it out a bit or extrude it for a bit of depth.

I'll try and get a better pic with a wireframe later today, hard to describe without showing it.
 

luchian

Administrator
Staff member
Aaaaa, you actually did them manually ! Now I understand :).

..and Shit, my tubing is only octogons.. in shaded view they look smooth enough but now you've placed doubts. Big ones. And if I need to change this, it has to be now :D. Yours seem to have.. around 16 sides ?
 
Aaaaa, you actually did them manually ! Now I understand :).

..and Shit, my tubing is only octogons.. in shaded view they look smooth enough but now you've placed doubts. Big ones. And if I need to change this, it has to be now :D. Yours seem to have.. around 16 sides ?
Yeah probably 16 or 20. As I said, I'd never done a roll cage before so I'm probably miles off what I should be doing. Looks pretty decent ingame though - I thought about texturing them with a normal map to have a sort of welding bumpiness but its probably not worth the effort.
 

luchian

Administrator
Staff member
I've seen some "noise" applied to welds during modelling phase, but it would require a higher poly probably and really don't think it is worth it.
 

luchian

Administrator
Staff member
12 sides seems to be the good choice for the roll cage. I'll roll with that :D.

***
Otherwise.. he might not be confy but at least he's safe(er)..
spyshot_1.jpg

spyshot_2.jpg
 

luchian

Administrator
Staff member
Still on the roll-cage subject :). It seems that another practice is to "cheat" the resolution a bit. 8 faces are enough for a bar to look round on the straight segment; however, resolution needs to be increased at the joints (when there is no welding to cover that up). In the below example:

rollcage_joint_8straight_24joints (2).jpg

rollcage_joint_8straight_24joints (1).jpg
 

luchian

Administrator
Staff member
@garyjpaterson whenever you'll be reading this :D

I can't seem to manage exporting the driver position knh file.. I mean, I can open driver_base.fbx in SDK, I can export and name the .knh file, but in-game it will always load the default Formula K position.. (as you can see in pic above).

Am I forgetting something ?
On a side note, what are the max settings when exporting the FBX, please ?
 
Regarding the driver position, yeah its a little strange. As far as I know, if you have any sort of driver animation that will basically override the position, so I guess deleting the formula_K steer.ksanim it should default to your set position.

I always do my steer animation and driver position at the same time, so I never have these issues.

And yes, good idea with the roll cage, its a common trick used all over car to keep silhouettes and panel edges looking smooth.
 

AccAkut

Active Member
Regarding cage building, I found the "Boolean" tool in Blender really helpful. Just model each tube as a singular watertight piece and add them one by one ("Union"). Then you need to go over each joint manually to correct and optimise ("Delete doubles" with adjusted range does good here). "Mark Seams" while you're at it for UV mapping later.
For the welds I take the main vertice ring where two tubes connect, copy it to a separate mesh, convert to curve and make a volume via "Shape" menu, which in turn you could add to the main cage via Boolean again (but I keep them in their own mesh).
 

luchian

Administrator
Staff member
Thanks @garyjpaterson, I will experiment a little with that and see if it works :). Just wanted a quick go at it, before doing it for good at the end.

@AccAkut this is perfect ! 2 answers into one :). Cheers



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AccAkut

Active Member
PS. @AccAkut, you need to join the discord, there's not enough car guys, its all track talk! :ROFLMAO:
talking...on the internet? I made it through life without ever installing Teamspeak :ninja: Don't even own a mic.

But if you allow text post why not. Just don't expect much activity. Whats the server name?
 
talking...on the internet? I made it through life without ever installing Teamspeak :ninja: Don't even own a mic.

But if you allow text post why not. Just don't expect much activity. Whats the server name?
Top right side of this page, says ask for invite. And its all just text, never seen anyone with a mic there.
 

luchian

Administrator
Staff member
..soo the steel frame is mostly done. It's still in "editable" form, and it will stay like this until the perfect alignment between it and the fiber body. This is somehow a 2-way street. Most of the tubing will never be visible (so maybe could've not model it) but it does help (a lot) with aligning and giving sense to the entire model. From an engineering point of view. Poly count is very low for the moment also, therefore will not delete anything. Will see how this unfolds.

legends_wip.jpg
 
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