Im not that great at modelling, and i cant texture anything even if i tried. it will look like mario on the nes if you let me texture your car lmao. But ive made jbeams from scratch, my weakness is the suspension tho. i cant touch that but i could help you with everything else. I say that i cant model, but im working on a very detailed rotary engine. "i cant model" Im still discovering what i can do. i am surprised at how amazing this thing is. if you showed me this last week and said that i did this i would not believe you. so i could maybe try to help with the model but i still dont really know what i am capable of exactly.
What a beautiful model!! Throw a controlled sub-surf. modifier and it's photo-realism ready; or at least pretty close for not having textures or being complete . Could I see the wireframe? I'm having difficulties myself with deciding what details to include, what techniques to use, and how much geometry I should have to have a good performance/detail ratio. I'm remodeling pretty much all of the suspension on the car because the first time that I did it it was very inaccurate and misaligned along with that. Seeing your work makes me what to revise some of what I'm working on now. I know that I could get pretty crazy with it though and include unnecessary details (and even then my geometry may not be that great). I'm working on my stages of modeling as well, progressively adding detail, I seem to struggle with that as I have some trouble focusing on the right details for the stage that I would be working on at the time. I don't really know what I could ask for you to do. I still have to get more tasks going so that I can know what I would need help with the most.
Im never sure what the wireframe mode is, since if im not in edit more half the mesh isnt shown. but here it is lol. As for detail, look at the official vehicles and try to follow that, its the best way to go, if its too detailed the car has more possibilities of spiking. less isnt good either, so i would suggest that you follow some of the official mesh for detail. But dont make the car as detailed as this engine is lol. thats way too much.
Thanks! Nice workflow. Why is it triangulated? I've extracted a few of the official game models, imported them into blender, and saved the file so that I could have references to go back to when I feel that I could use an example. It's still difficult for me, probably because I struggle so much with getting good geometry, but the official models have helped. I think I'm getting a little better over time though. A cool feature that I've found for examining the wireframe of multiple objects simultaneously is actually in the "Object" tab in the Properties window under "Display." There's an option to display the wireframe. Also, if of all the edges aren't showing you could check "Draw All Edges" under the same section; I think it causes higher memory or CPU usage though. I've found it to be pretty useful recently.
oh ok. cool thanks lol. and they are triangulated... i have no idea to be honest. all models in beamng are triangulated so i stick with it as well. i try to follow what the devs do with things like that.
Ah... To my understanding, a triangulated model is either more efficient or necessary for a 3D/game engine to process. Somewhere I think I've read that even in modeling software the models are always triangulated, because a triangle is the simplest polygon, but the software is designed to show only geometry that the user created. However, you could run into issues if you're working with quads; if the individual quads aren't flat. You can check this by just creating a Plane and misaligning two opposite corner vertices and a seam will appear even though there is no drawn edge. You can change the location of that seam by creating an edge between the two vertices that you want. Working with quads is just a lot easier. Triangulation happens during exporting, at least with a Collada.dae, but you could do it yourself if you need more control over the geometry.
Yeah, thats why i triangulate them since i can see them and i dont run into any weird issues. i make the mesh and then triangulate it tho so sometimes its a flat plane attached to 5 vertices or more. its a bit faster. and then i select the entire mesh and do ctrl+t to triangulate all of it in one go, if it triangulates it in a weird way i just delete that triangle and use the knife to do it the right way.
It has been progressing very slowly and I haven't worked on it in a while. That being said, I will finish it, and when I build up momentum and structure again it will develop much faster.
I'm still really really looking forward to this one since my dream car is an e46 m3 csl and I have an e46 m3 in the works, is it possible to make csl bumpers too?
I could model the parts for the csl too. You may have to remind me in the future though. It will be some time before I get to extra stuff like this.
Yes, I plan to make that livery. However, it's second on my priority list for skins. Good question! I really hope so. I don't have good audio samples and I'm not an audio engineer but I am going to try to make customs sounds; and some other secrets that I will reveal when ready.
Amazing to see such dedication to this mod. I remember passing by this thread when it had barely started all that time ago, and seeing you slowly but surely work on it has been quite a journey. Keep it going!