Also just saying, I am focused on doing cinematic videos on beam mods so if you want me to make one on this when it's done just pm me
Awesome work I really really hope theres a RHD version, i think there should be RHD versions of all cars that would be sold in RHD countries, (all Ibishus, Hirochis, Autobello etc) Also, i really love the name, really cool
Update: I haven’t done much as most of today was taken up trying and failing to do the suspension. I gave up on that for now, and decided to start putting parts on. Currently I’ve got the bonnet on (in every way, hinges, locks) and have started the fenders. --- Post updated --- It’s my first ever full model, so it won’t be perfect. I don’t have any pics, but I’m trying to make it look good, and @Alex_The_Gamer has helped tidy it up, a lot (by the way, I still can’t thank him enough for his willing to help )
That’s very nice of you . At this point, idk what it could have, but I’d love suggestions! Especially of things that wouldn’t just be a skin, that’d be cool
NOT ONLY FOR THE CREATOR BUT FOR ANYONE INTERESTED IN MODDING: I really like the mod idea so far and the lore seems well thought out, though the model really could use some improving in terms of polyflow and general body structure. Let me get into how to improve it and make the mod even better: (Im go over one or two things you probably already know but i want this to be a general guide for people wanting to make models) This is gonn a be like a step by step thing to make your mod even better 1. The Polyflow You probably know this already but the polyflow is just the way the vertices are arranged to create a coherent pattern. Ideally you want this to look as gridlike as possible with even gaps where you can. Example with this model im making right now (And because i happen to have a picture of it lying around) : See how the faces are arranged in a gridlike pattern wherever possible? Modeling like this ensure to not bring as many shading errors and good crasiung in beam (Less spiking) 2.The Polycount This kinda goes hand in hand with the Polyflow: You wanna maintain as little faces as possible with the most detail and best roundness possible to 1. Improve performance and 2. To make the model look just a bit smoother With these things in mind this is what your model could look like if you apply these tips: While this model is still probably salvagable i would advise anyone really to not start witht he default cube and rather a face modeling approach. I will make a seperate thread about this shortly so just check my profile later during the day if you are interested
@Nacho Problem please can you change the example in your signature, i'd appreciate if my model wasnt the example of a bad model, even if it isn't the best. Edit: sorry i didnt notice the main bit wasn't your signature
Ignore that, i thought the main post was your signature and was annoyed my model was in the signature, sorry. Thanks for the feedback, I'm trying to sort it out now