So I've decided that I will start something simple on my car it looks like (Its similar but they're NOT copies) of Gavril Grand Marshal picture The finished hood (took me 3 Hours XD as I'm still amateur) smoothed hood and underneath layer of normal vertices ( Verts 1015, Tris 2026, Faces 972 ) Car parts None will be highlighted as Unfinished, Finished, In Progress. Car Parts: Fenders Hood Roof Side mirrors Engine Wheels Sway bar Suspension Windows Dashboards Pedals Steering wheel Gears Seats Doors Bonnet Extra Turbo Accessories Mirror Headlights Lights Chassis frame _______________ 6 options V6 1.8l City V8 3.2l Sports Crash test car V6 LightWeight Evo 3.0 V8 LW 5.2l Carbon Fibre V12 Turbo 7.3l Race Edition
Thats something I havent tried out yet and I might need help. But since I know that the nodes (the dots) is like coded X,Y,Z, strength Right??(Im not even sure but the coordinates must be there somehow with its strength and position)
Yes, a JBEAM is basically lots of nodes, which are just points in 3d space. They have X, Y and Z co-ordinates, as well as a defined mass. Beams connect two nodes together, and can have various strengths. lots of nodes in 3d space connected by a vast array of beams make up a structure. It seems rather daunting at first, but becomes rather simple as you get to know it, much like modeling. Speaking of modeling, it seems you've made a good start there. I may suggest not to focus all of your energy on one single panel at this stage, but rather get a basic, complete car shell and then go about more detail. I would also advise to try to get the car as accurate as possible early on, although seeing as it's a fictional car this may not be such an issue.
(imported from here) This is literally all you need for a good bonnet/hood. <70 faces without the grille.
Make sure to use smooth shading, then enable the edge split modifier which should keep edges that need to be sharp sharp. This means that you can have quite a low poly count yet your models will look silky smooth (from most angles). You can also use the mark sharp tool to make sure that any places that should be sharp will be sharp no matter how blender calculates it.
Really? Just the hood? It seems like too many people are making threads for recently started models. Very few of those models ever get finished, and even less end up in-game...
You certainly have good enough control over edgeloops, although as stated above, you can, and should, use far less poly density. For a basic bonnet like yours, ~4-6 edgeloops lengthways and 8 edgeloops in width (for both sides combined) is plenty, with a total of around 100-200 triangles, depending on the detail. here's the bonnet of my Trueno, which shows how the edgeloops should be placed, as well as handling details/styling cues (the indents either side of the bonnet)
Sure thing mate! EDIT: NEW UPDATE! So the Chassis frame will have up to 16 parts in all (separate planes) and so far 1 is finish (I have something else on so my time is tight and I still dont know what should I move on to.) Picture These frames are located below the seats which will be connected to 4 other bars that makes the car tougher. Triangles are 204!! I'll continue reducing the tris as much as I can see fit.
Just remember, the less polies on the model; the faster it will run in-game (FPS, not speed lol). I think along with the advanced Jbeam, that is why Mythbuster's Caddy is laggy on the slower computers, because of the poly count being much higher (Cabster and probably the T75 will lag as well).