Honestly I think it should be fine, tbh BeamNG's cars are a bit low poly by current industry standards anyway (gt7 is using like 500k now lol), so it shouldn't hurt to go a bit higher One of the only things that worrried me was the 'spiking' issue higher poly models tend to have, but honestly I think this has more to do with such mods being of dubious quality jbeam wise, rather than the mesh being highpoly itself. To test this I applied Subdivision to all the Barstow's body panels and did some crash test, with a little (but nothing too magor) spiking, nothing like you see on some bootleg mods and that was something crazy like 2 or 3 million polygons lol Even this sedan, on an unedited ETKI jbeam, isn't even too terrible, so it should be fine once I edit the jbeam to match the mesh I imagine but that said depending on the final count I may remove a few unnessisary edgeloops here and there to optimise a bit oh very cool, looking forward to seeing it Given that the engine appears to be in the front I would say it will be FR Nice work, we could use with a good GM facelift
FR front engine rear transaxle, for that sweet, sweet even weight balance. However I do think someone is developing a classic porsche
Now that I’m thinking about it, there’s a possibility we’re missing about Blooperr’s project: a Burnside version of the existing GM!
Been doing some JBeam work this past week off and on; Mainly just bringing some of my existing JBeam structures up to date, but this also involved some significant re-working of several critical areas, and more work still needs to be done, which atm mostly involves crash testing the rolling chassis to hunt for and fix what I call "Phantom Instabilities". Basically it's parts of the structure that are stable until disturbed/disrupted that can cause bizarre unrealistic anomalies in hard crashes, and in some annoying instances can cause the FFB to go bonkers and start vibrating violently (Which on a Logitech gear-driven FFB wheel like mine, to put it mildly, is a problem.) Also need to work on getting the beamSpring values for the frame itself up to where they should be, they're about 1/3 to 1/2 the value they need to be, and I'm not sure how to go about this since many of these need to be set on a per-beam basis, vs how I like to set values for things globally... Both of these (Phantom Instabilities and beamSpring + beamDamp values) play into each other directly, and that's definitely going to be a very time consuming process, especially since I don't plan on doing anything else JBeam related (Body stuff,) until I've got a decent chassis to build off of first... Made the mistake of moving on too quickly too many times, this time I want to take my time and do it as best as I can. Obviously there will still need to be work done after I start working on the body, but the less work at that point the better. Anyway also alongside this I've been working on the chassis meshes; WIP, also has a few placeholder meshes still The suspension components are all modeled with @Bakasan 's Sub-d workflow that was mentioned on another page, the frame though is a bit older and still needs to be brought up a bit detail-wise. Will probably bake this stuff down later too, but I need to get it all made first I'll post more on this soon...