this thing could probably use a variant of the pigeon rear suspension. Id reccomend using that as a base when Jbeaming and tune it from tehre.
Well, it may just be because it has three wheels, but the Pigeon suspension is very boaty. Assuming it is, it might not work.
I guess. I've only ever been in one, (1990 Daihatsu HiJet) and it was only going around the parking lot of my dad's workplace a few times. dat one right dere ↓ (99% sure this is the exact one)
Minor discussion update: My topology isn't great, so updates will be spread apart longer because I'm working on improving my topology. Kei truck is pretty simple topology, but i've run into rough parts.
Good idea! Haha. Maybe I'm just being pessimistic. Here's where I find the topology to be falling apart. There's some of the bed sticking into the chassis, but when I had done that part, I hadn't thought about merging vertices. I had approximated if that makes sense. In the screenshot with the extruding inwards with faces (just at random, but that's where I had used knife tool to cut out the window, maybe that threw it off). This was in attempts to creating the depth to chassis, and selected at random to show. In object, solid (smooth shading), it looks good but I'm concerned that the poor topology (again, may just me being pessimistic), but I hope you can help me. Thanks! Edit: BTW the wheels were borrowed from ibishu pigeon steel wheels.
Looking good so far, keep up the good work! I have one question though... Will the wheels be universal or will they just be Pigeon wheels?
Well, the mesh definitely needs some help as I see you're somewhat a beginner. The main thing is that you can cut down a bit on the amount of edge loops on the roof (I think deleting every second edge loop should be good) Then, I'd say to add the neccessary edges to connect the vertices of the window cutout to the door (same on the rear window & the front grille), like this: You can either use the Knife tool (K) & drag the knife from one vertex to another to create an edge, or select both vertices & press J to simply create an edge between them. On the bed, you should add a few edge loops (Ctrl + R). I'd say 5-7 on the longer side & 3-4 on the shorter side, as that will help the mesh to deform better ingame (just a simple visualisation) If you want to make the mesh have some thickness to it, go into the Modifiers tab, select Solidify, check 'Even Thickness', 'High Quality Normals' & change the thickness slider to what you think is appropiate for the truck (you may have to separate the bed from the cab into their own meshes so they can have separate thickness). Other than that, I think the mesh is good for now. If you need help, feel free to @ me on here or write via pm
Update #4: I've mainly been cleaning up the mesh and separated the bed from the cab. I tried the thickness, and it isn't going too well. I was originally planning on extruding it inwards and forming the pillars/chassis thickness now that I've figured out a few other things (merging vertices is such a life saver). I've figured out materials on a basic standpoint. Any tips for interior? It's pretty basic and I'll probably make it on the side and scale it accordingly. Hopefully I can have an update tomorrow or next weekend for you guys. Will be working on it more
Can you send a screenshot with the Solidify modifier & the settings I told you about (even thickness & high quality normals)?
Yes. I think the knife command is screwing with it. I used that to make the cuts in the front grill. The grill already has the depth I want, so i seperated it to a different mesh and is much better. I'm worried that it will interfere with the extruding for interior, say if i were to design seperately and merge vertices but because the thickness does not create new vertices, it will merge inside of the thicker part. Let me know
Ah, that makes sense. Solidify doesn't like too cramped spaces with the thickness slider being set to something thicker than the available area for it to expand & thus creates those spikes or some other weirdness. The other thing that can also cause that are loose vertices that aren't connected to anything else & are just there, but in that case the spikes would literally span on the whole length of the Blender world, so in your case it was probably the grille that was causing the artifacts. Also, don't use Extrude to make interiours or similiar meshes, as extrude doesn't respect the neighbouring faces nor it doesn't have an "inward/outward" direction to extrude in & will just clip into it which then you will have to fix manually & that will be a big pain in the ass. Obviously that could be countered with changing the Transform Orientation to Local but that doesn't always work the way you would want to. The only thing that would be better than extruding, is to use Inset (I) which respects the neighbouring faces & insets the faces in the direction they're pointing at, BUT the issue with that is that it moves the faces instead of duplicating, so you would need to duplicate the cab mesh yourself (Shift + D) & then use Inset on the duplicated mesh to create the interiour
Update #5: I've started the interior. I'm taking a different route from duplicating, and maybe I should take the duplicating mesh route. Whenever I extrude inwards to create the chassis basis, the faces move forward and leave the edges behind, thus leaving an empty space where I would want to be filled. Should I take the duplicate mesh route to avoid this? Or did i go wrong somewhere. Btw the interior paneling gap is where the engine would go. It's below the seat, heated seats complementary LOL!
Are you using extrude or inset? Because only the latter does that. As for creating the chassis basis, just use Solidify I guess