Blender to BeamNG - The Very Basics

Поділитися
Вставка
  • Опубліковано 4 жов 2024

КОМЕНТАРІ • 49

  • @tentaclemotorsports
    @tentaclemotorsports 11 годин тому

    Dude I love your tutorials. They are very helpful and exactly what I look for. I know this is an old video. But thanks man!

    • @TerryMartinART
      @TerryMartinART  6 годин тому

      Thanks! this video is 2nd or 1st most watched of past 3 years. I been meaning to make newer one. Somethings are not accurate in this one. Glad to help!

  • @T.N.C_HATNAN
    @T.N.C_HATNAN 7 місяців тому +2

    This is a really great tutorial! One thing I noticed though; wouldn’t it be better to shade your objects Auto Smooth, or shade Smooth and mark the sharp edges as Sharp? That way it wouldn’t be trying to smooth out edges that shouldn’t be smoothed.

    • @TerryMartinART
      @TerryMartinART  Місяць тому

      @@T.N.C_HATNAN I later in life discovered the edge sharp and it’s function:). Kept wandering why cylinders kept having messed up ends when using array each link had a bevel because the ends we not sharp. This video is oldest one I think, or close to it. Appreciate the tip too! Anyone welcome to tell me anything especially if can help life be easier for me haha

  • @WreckingBallers
    @WreckingBallers Рік тому +2

    Hey man, thanks for posting tutorials and long form demos on beam modding. I'm really impressed with your work and knowledge base. I saved a bunch of your videos in my beam mod tutorial playlist. Easy sub! Thanks!!

    • @TerryMartinART
      @TerryMartinART  Рік тому

      Thank you! I post all videos short and long ones. If I find at an easier way to do something later though, I won’t delete the old tutorial, just will make a new shorter one and add it the channel. Since there are many ways to do the same thing, one explanation may click better for some that others.
      Glad to help, hopefully will make more videos on basics.
      I know I was wrong for near two years saying in all videos, BeamNG won’t make the textures for example.. it will make basic color map textures, but isn’t converting PBR ones from blender to beam. That requires being baked in blender.
      Unless they have tools to do that I am not aware of any.
      That’s just one example of not entirely accurate tutorials from past. Always check with others, I am wrong sometimes. Or do things the hard way.
      If you find an easier way to do anything I welcome any updated knowledge.
      Thanks!

    • @TerryMartinART
      @TerryMartinART  Місяць тому

      @@WreckingBallers thanks again for your support, I happened to end up here from
      Another comment and was scrolling through the comments serif I missed any

  • @cherry-boss
    @cherry-boss Рік тому

    4:58 that is what I was asking you and searching. Thanks a lot, such a huge help for rookies

    • @TerryMartinART
      @TerryMartinART  Рік тому +1

      I am posting a video on this, in case you need it still.

    • @cherry-boss
      @cherry-boss Рік тому

      @@TerryMartinART yes I need it. Waiting

  • @FlyingMrMuh
    @FlyingMrMuh 8 місяців тому

    Thanks alot, saved me a lot of time troubleshooting!

    • @TerryMartinART
      @TerryMartinART  8 місяців тому

      I hope to make more of these. This is the all time most popular video on the channel.

  • @BowlingAndGamess
    @BowlingAndGamess 20 днів тому

    Awesome Tutorials! Can you make also a tutorial how to import buildings? from sketchup or sketchfab? I am making a own map and wants some nice buildings inside :)

    • @TerryMartinART
      @TerryMartinART  20 днів тому

      There are so many great models on the site! Its crazy how much free stuff is on there. I have not done much with making buildings. I would like to make my own city style map at some point. Also would like to try a long highway.
      I will start looking at sketchfab for some stuff. And work it in. There are entire citys in there but they do not look good for driving through. They are great distant scenery though. What game has the most realistic buildings in it now? No idea kinda look at it and see what makes them look so good. Games that are racers. car types
      ]

    • @BowlingAndGamess
      @BowlingAndGamess 20 днів тому

      @@TerryMartinART Yea i have seen that also! I am making a Netherlands map in BeamNGdrive. I want to make also a small village in the map but want some dutch houses inside. Problem is that i realy dont get how to set the colision for such buildings and also how to export it. Most of the buildings have a lot of textures.

  • @al_haroobi_0923
    @al_haroobi_0923 6 місяців тому

    Thank you, my friend. I took advantage of you. I hope you continue

    • @TerryMartinART
      @TerryMartinART  Місяць тому

      @@al_haroobi_0923 always, they will have to commit me to get me to ever spot making things. BeamNG modding is more addicting than anything I know of.

  • @elferrito6068
    @elferrito6068 Рік тому

    Great tutorial. By the way, It isn't just your system that shows black textures in the shape preview these days. Mine too... I wish they would fix that.

    • @TerryMartinART
      @TerryMartinART  Рік тому

      I am told that is a known issue. I hope they get it fixed too.

  • @alodome2857
    @alodome2857 8 місяців тому

    I directly used the model folders software of Phantom Beast Palu to extract the model and output the DAE file, which includes both the model and texture. May I ask why the blender monkey head I created with texture needs to follow the video process and manually add the material to the beamng?

    • @TerryMartinART
      @TerryMartinART  8 місяців тому +1

      If you export the monkey head into its own folder... C:\Users\artis\AppData\Local\BeamNG.drive\0.31\levels\small_island\monkey_head, then when you go to the asset browser to import the head into the scene, it will make the basic material. Make sure the texture name for the monkey head is not already being used (Material) for example... Think that is Blenders name for all textures.. But you only have to add the materials after the fact if you are adding the model to a folder that already has a main.materials.json already in it. Game don't add them after the fact when it comes to DAE's in the same folder. Or I have not been able to get it to do so. For a long time I manually created all my textures. It was 2 years of wasted time, when all along I could have been exporting to a folder... Better late than never I guess as far as figuring that out. DDS must be power of 2, and use correct compression BC1 for non-transparent non-normals, Bc3 for transparency, and Bc5 for normals if exporting from Gimp as DDS. A side note, if you ever use texture paint in Blender, DDS will not work. You will get artifacts. I never use the texture cooker either. (where you save a png with the .normals.png or .color.png or data.png. Those textures when I make them that way always crash when I try to pull them up in the material editor. Not sure why. So I just dont bother with it.

  • @manicgamingguy6161
    @manicgamingguy6161 9 місяців тому

    did you end up doing a video where you tell us how to get the texture to end up where it was in blender. i made a house and mirrored the brick but in beamng the brick is just tiled and the wrong size. cheers

    • @TerryMartinART
      @TerryMartinART  9 місяців тому +1

      You have to apply all modifiers if any are being used. When you export the DAE, in the DAE export options that pops up, go over one page and tell it to apply all modifiers. Also, make sure there is not 2 UVS for the object. BeamNG just uses the first one, no mater if its x'd out or not. Delete any not being used in the objects tap, that is that orange box icon tab. You will see a list of stuff, make sure in the UVs, there is not more than one listed. Delete any not being used. Try that and see. If not, you can email it to my email and I will try to figure it out.

    • @manicgamingguy6161
      @manicgamingguy6161 9 місяців тому

      thank you i will give it ago. i think some one has had an update cause i manage to export a dae an beamng read it, even though i hadnt added them extra "files"@@TerryMartinART

    • @manicgamingguy6161
      @manicgamingguy6161 9 місяців тому

      I am working on a uk map,. let me know what ya think if you get a chance to see it. Do you think bad or good idea to let the map out in beta?@@TerryMartinART

  • @Trendish_channel
    @Trendish_channel 3 місяці тому

    Hi@ Thanks for the tutorial!
    Do you have any idea how to put a dummy somewhere on a car and make a brakeable connection between his hands/legs and a vehicle? To make it look like it holds and try to not fall. I saw some parameters like that in beam files but don't exactly recall what it was.

    • @TerryMartinART
      @TerryMartinART  Місяць тому +1

      @@Trendish_channel I tried to rig one to eject easier and it’s a hell of a job. The amount of hidden stuff that goes into that, to make it so it ejects out window and not break the door off, not get stuck. Not look forced. I never did a good solution. Think I left thinking I would need slide rails and nodes and have it like attached in car. With rails leaving out, but not capped at end then put about 50,000 thruster under its ass and send it on its way.
      I still plan on getting it working but took break after getting frustrated. I have a good idea now when I am beating a dead horse and need to move on. The horse was limping along lol.. not dead yet.

    • @Trendish_channel
      @Trendish_channel Місяць тому

      @@TerryMartinART oh.. Got you.. Thanks

  • @T-HobbiesG45
    @T-HobbiesG45 9 місяців тому

    how do i get mycar from blender to beamng

  • @JitendraSingh-le8rc
    @JitendraSingh-le8rc 2 роки тому

    Very nice bro, how can we make that cube as a prop so that it has weight and can be attached to other objects with nodes.?

    • @TerryMartinART
      @TerryMartinART  2 роки тому +3

      It would have to have a jbeam. Basically like an exoskeleton that actually has the physics, where the DAE is the visual graphic for that jbeams nodes/beams/and triangles... Which are invisible. You see the nodes though when you click to mess with the nodes...

  • @shacops6790
    @shacops6790 4 місяці тому

    Hey man, I have a question that doesn't really have to do with your video. I try to import the ballon d'or, everything goes well, but I don't have this shine effect that I had in Blender. In BeamNG it is just yellow and not gold. If anyone can help me I would appreciate it. THX

    • @TerryMartinART
      @TerryMartinART  4 місяці тому

      Yeah, Blender has its own shaders. As far as what Blender transfers to the game when you export a Dae to BramNG Is the color map.. that is right, only the color map. You can spend two years on making the most awesome texture the world has ever seen, but only that color map is getting filled out by BeamNG no matter how many slots you adjust the textures on.
      Blender also ray traces and has real lights. Especially using HDRI backgrounds in the scene will light things up like real life. I guess you know too to expect the model into its own folder in the level. You can export that to another game folder for the level of it already contains a main.materials.json. The game does not seem to even try to add to it. Of course you could manually add to it.
      There are some PBR shaders in BeamNG that could make a very realistic gold. With exception of the really crumby cube map reflections. Better to do reflect level instead. Make the roughness very smooth, and turn up the metallic some. You can also simulate it okay with non PBR. But if you want it to reflect what is around it, you will have to enable “level” for the cubemap. Instead of generic blue or grey sky. And you will need to also plug in the color map in BeamNG in to the reflection slot. I only serves to blend the regular mesh textures with the reflection modifier. You could put photo in and tell it 50% reflection and be able to make a reflection on the texture and have them both.
      I will see if I can make a quick gold texture. Honestly have never tried. Got a good hold coin here to use as reference.
      Also, procedural textures in blender to not translate into BeamNG. If you want to capture some awesome geometry node texture you will need to bake the thing. Rendering a gloss( speculare) a roughness, and AO, normals, and diffuse without the direct and In direct lighting. Unless you are wanting to bake how the lights look too. Also you can bake just a combined bake, that captures many things and puts it on one texture. Baking was some mess that I did not learn easily. I watched the video Mitch Saul (original dummy creator - also known as B25-Michele. He has a UA-cam page that has a couple videos on baking. He was making an engine.
      Think his name is spelled wrong Mitchell is name haha.
      Yeah, let me see if I can make a good gold and share how I did it. Don’t know yet if I can make a good one. Likely would have to bake the reflections from Blender onto the base texture or bake and environment map. Will experiment some see what I can come up with.
      I know you were mad if you spent a long time making the perfect gold and only to have it not work in BeamNG. It could be you can bake the stuff from the texture you already made. Just have to bake all the layers.
      Crazy thing though is you can load assets from BeamNG and those textures, even though they are missing the materials, do have many of the texture slots filled out. I find it easier to “use nodes” in the texture options and edit them in the shader tab.

    • @shacops6790
      @shacops6790 4 місяці тому

      ​@@TerryMartinART Thank you for your answer, I admit that I don't know much about blender so I haven't understood everything but someone gave me an answer that suits me, I increased the metallic factor. Thanks anyway

    • @shacops6790
      @shacops6790 4 місяці тому

      ​@@TerryMartinART I have another question if you can help me. I'm trying to import a soccer goal. They are fine, but the net is almost transparent when I set it to "visible mesh". Everything passes through the net. I tried to find an invisible wall in the game, but I couldn't find one (maybe possible to create one in blender idk). If you have any suggestions, I would appreciate it.

  • @this_name_is_not_available6923
    @this_name_is_not_available6923 Місяць тому

    Hi. I successfully imported a dae file. But everytime I have to load the map, the object’s texture has to be manually loaded from the folder. Are there any ways to make the texture permanent to the object?

    • @TerryMartinART
      @TerryMartinART  Місяць тому +1

      @@this_name_is_not_available6923 when you export from blender your abject that has only a base color texture applied( that’s right only the very first slot of a principal shader. The color slot) beam does not convert procedural textures or applies anything other than that color map. You must export that mesh into its own folder with nothing in it already. Blender will put the Dae there, and the texture in there. Once the asset browser loads it will make that basic texture. Keep in mind it’s possible to have duplicates that conflict. If you find you are saving a texture and it is working only to reload and it be white again, press the ~ and read some of the stuff on there related to your texture. It will say if there is issues with the material. For example,
      You used dds but did not have it power of 2, that won’t load. You used dds but did not enable the correct compression. Bc1 for all non transparent non. Normal maps, bc3 for textures that have alpha channel for transparency, and bc5 for normal mapping.
      Do this, go
      To Blender and rename the texture to something else. Then export it into its own folder and see if you get it to show up. Name it something unique not material.001 and don’t start the name with a number.
      You could use notepad plus plus to find in files and folders and click on your levels directory and search your texture name and have it only look in the *.json types
      Your will see if it comes up.
      And since the game makes a cached version of the mesh a CDAE, it has been known to cause error but not sure in what way. I just delete temp folder first thing I do when having problems. That is one less thing you can rest east that it is not. Alternatively you can export to levels/smallgrid/in a folder you name/
      And see if you loads on small grid. That would be at 0.32/levels/smallgrid
      If not one there just create it. All of the core stuff is in the install zip, you won’t be needing anything from
      There

    • @this_name_is_not_available6923
      @this_name_is_not_available6923 Місяць тому

      @@TerryMartinART Hi. I forgot to mention that the textures are png (UV mapped). Anyway I tried your suggestion of looking up the console (~) and editing the main.materials.json file. Some "colorMap" were missing so I just manually added the texture location and it worked when loading the map. Thanks for the idea.

    • @TerryMartinART
      @TerryMartinART  Місяць тому +1

      @@this_name_is_not_available6923 Textures to this day still give me problems. They were the first thing to give me problems and likely will be the last. Mostly typos. Naming texture Twister, but its Tornado for example.
      If the texture images, the DAE, and its main.materials.json are in the same folder. then the thing foes not need it spelled out /levels/mylevel/art/my_mesh/texture.jpg Just the texture.jpg
      make sure your pngs are not 16 bit. you can use 16 bit floating point for greyscale only for height maps, and not the height map that can easily be confusing in the pbr paints. I mean the ones you import a new terrain block and pick the heightmap. Also sometimes getting textures from places, PolyHaven for example have a couple of the maps as exr. change to tone mapped 8 bit.
      DDS will not work for terrain paints.
      Just a couple other things that I can say about them off the top of my head.
      Never name a texture with a number. And sometimes texture data is just screwed. Bad image i guess,.

  • @danielscott9226
    @danielscott9226 Рік тому

    When I hit "display in material preview mode", my asset is just black. It doesn't show my texture like the cube did for you. What should I do? I'm trying to learn blender but knowing nothing at all about it, I'll be asking ya alot I'm sure.

    • @TerryMartinART
      @TerryMartinART  Рік тому +1

      The game has had a bug for a long time. It’s known they are aware of the bug with material previews being broke. If that is the only reason you think the textures messed up, ignore that. I know some of the games textures do display in there. But 90 percent do not. I honestly got so used to never using it, I don’t care if they ever fix it to be honest.

  • @mukbangjp4240
    @mukbangjp4240 2 роки тому

    hi bro. how to create many balls of different colors from the one available in beamng's library?

  • @rattenschwanz-filmundfotog693
    @rattenschwanz-filmundfotog693 10 місяців тому

    Michael is that you?

    • @TerryMartinART
      @TerryMartinART  9 місяців тому

      I am not michael.

    • @rattenschwanz-filmundfotog693
      @rattenschwanz-filmundfotog693 9 місяців тому

      @@TerryMartinART your voice sounds like michael from GTA V 😃👍

    • @SrtLv4x
      @SrtLv4x 9 місяців тому

      @@rattenschwanz-filmundfotog693michael is ned luke, they dont sound the same?

    • @rattenschwanz-filmundfotog693
      @rattenschwanz-filmundfotog693 9 місяців тому

      ​@@SrtLv4xi know thats not him.. Iam joking... But the voice is realy similar in my opinion. 😬