01/05/14 (day 1) 01/07/14 (day 3) 01/08/14 (day 4) 01/11/14 (day 7) 02/16/2014 (day IDEK) 02/21/2014 04/20/2014 sorry Slow going, I work on this when i have the motivation, sometimes i D.G.A.F.O.S.
There have been a few attempts at this car now..... hopefully your project doesn't fall through like all the others. Good Luck!
I really do believe this will be the first Nissan skyline to succeed into a finished stage! This looks amazing!
So in the future as I can better with Blender.. I plan to make a car and after seeing this I'm guessing subdivision isn't that bad to do? I thought I seen Gabe saying lots of subdivision makes for a poor crashing model or something like that. I like the smoothness with subdivision and I was thinking of maybe making an RSX in the future. You did use subdivide right? After posting I looked close and it looked like you kinda didn't but idk.
Subdivision Surface in Blender (also known as high poly modeling) is NOT acceptable for a game engine model under most circumstances. Allow me to clarify: When you have a game engine model, you want it to be as low poly as possible, because less polygons equal better performance. In BeamNG.Drive you also have to consider how the mesh will deform with the physics skeleton, meaning you would want to add polygons in certain places to create a good deformation model. The problem with subdivision surface is that it divides all faces by the factor you set in the modifier settings. This means that it will create a large number of needlessly poly-heavy areas, as well as likely not agreeing with the physics skeleton very well. It might be possible to model for BeamNG.Drive using subdivision surface, but you would have to be very skilled in optimizing the use of the modifier, which most people just aren't advanced enough with the program to do. What most people do instead is to create a high poly model, and then bake that into a map to apply to the material of a low-poly game engine model, which gives the illusion of smoother edges via the material instead of the polygons themselves. Long story short, don't use subdivision surface for a game engine model, because it will almost certainly not work well.
on the hood there are two intakes in the model, but the real r34 vspec 2 only had one on the left side of the car... looked over or, is that something you were going to fix later? Either way its looking awesome, keep it up!
It says in the title that it's a 1999 model, so that would mean it's a V-spec (V-spec II came out in 2000), although it would be quite easy to make both, considering it's only cosmetic changes.