Hi , I started working on the project of a Q7, I would inform you news every week . I use Blender V2.72.
Great start, though your model is crying out for smooth shading. Take a look at an official BeamNG vehicle for the ideal poly density, since your model looks slightly too dense. Hope you're fluent in jbeam, otherwise you'll be stuck with a model and nothing to show for it in the game. One more thing: A BeamNG vehicle should be around 50-90k polygons. Subsurfing has its uses, but I'd avoid using it in a game model as you lose fine control of the topology. It also tends to break polyflow and creates unnecessary polygons.
I know the projet has advanced slowly because I had not found the time to work him. I have just add one door and more vertex. Good day
Hey man, looks pretty good but the polycount(verts) is waaaay too high. It won't work right with the game this way(lag, bad collision and bad reflection). It should look more like this: Eaqual space between edgeloops and no unnecessary edgeloops: If you need to know what an edgeloop is: http://www.wings3d.com/?page_id=766 You probably know it...but just in case I give you one tip: You only want to add polygons when you think you need them to define that particular shape, for example look at the hood here: The left side is the "right way" and the right side is the "wrong way"(at least for gaming) As you may notice there isn't that much of a difference because there are many edgeloops that are not defining any shape...they are just there between the "important" ones. I hope you can notice them in the wireframe: The stucture should also always look as uniform as possible. I hope you can understand me...I really suck at explaning things... On another note, the polyflow looked pretty allright on your first post.
The Cayenne,Q7 and Touareg are all considered crossovers because they use a car based unibody constructions. Examples of true suvs would be vehicles like the Cadillac Escalade, Land Rover Defender, Nissan Patrol, and Toyota Land Cruiser because they use a truck based body on frame construction.