update: -improved interior of a-pillar (dw, I haven't forgotten about the spec-r turbo gauge, I'll make it later) -resized seats -adjusted shaping of unibody to match up with non-aero sideskirts by raising the floor (this took a while due to uv issues) -bunch of other small interior changes -adjusted shaping of hood to be more sleek -improved accuracy of non-aero sideskirts
update: -smoothed gap between front fenders and doors -modelled side mirrors -redid topology of front fender again -added some of the stock interior color variations (these look kinda trash up-close since I was essentially just painting over baked textures, might have to re-do them later) L-package: real: b-package (usually central part of seat is body colored): real: spec-R: real: spec-S??: style-A: real:
sort-of update: -I wrote a to-do list for the S15 describing the ideal path I’d take towards and after release, hopefully this’ll give everyone an idea of how far the S15 actually is from an initial release. Also keep in mind this is only a vague guide for what I’ll be working on and isn’t really a fixed path as I can’t predict how things will go with this project in the future: Spoiler: S15 to-do list / road map -model upper carpet layer of interior -make normal maps for the rest of the unibody -re add bare unibody -UV unwrap everything according to a new set of materials matching vanilla cars (do on new uv, don’t bake yet) -model all stock parts left other then wheels (type A kit, recoloured parts, all the optional stuff) -get all that stuff in-game with some sort of jbeam(don’t worry about textures for now) -add all stock engine part variations (autech, non turbo, different colour tops) -work on engine jbeam: add proper sounds, finalise torque curves for all variations, make parts spin in-game -work on other jbeams: lower stress all around, make sure suspension alignment is correct with default tuning, stiffen body to match S15s raised chassis stiffness, make brakes stronger to account for upgraded brakes on s15, make sure differential is accurate, add proper groups for glass breaking (use place holder textures), add working turn signals, improve glow of headlights and tails -improve all the extra part jbeams -work on suspension models, make sure they’re accurate to the s15 (rn they’re essentially 240sx suspension), maybe do some retexturing -finish all textures including glass break and proper gauges (unbaked) -do everything I forgor to write here -if certain that all stock s15 parts are present and atleast 95% complete, bake textures to the new uvs and add the textures in-game -make sure all parts work together with minimal stress, if they don’t then improve the jbeams -work on handling, the s15 should handle better then a 200bx and have noticeable differences when it comes to handling. -start on aftermarket parts if all stock parts are around 90% complete, focus on the requested aftermarket parts (cut bumper, liberty walk etc) and then move to parts you wanna make. -add liveries -finalise all aftermarket parts and bake textures if necessary -rename all parts/jbeams, avoid any possible collision with LJs camilla or the 200bx. -clean up everything: finalise slot structure, make sure textures correct resolution, convert textures from png to dds, rename all files to match standard beamng file naming, make sure jbeams are reasonably readable, delete unnecessary files, add uv template, lower file size as much as possible -maybe try closed beta testing? I would release the mod to a few people that I trust if they want it and see what they think -if beta testing goes well prepare for release on forums: make a release trailer if you feel like it, make some really nice photos and a few blender renders, write down full parts list on forum page, make sure everyone is mentioned in credits, write down all known bugs on forum page -release the mod on forums -make a hotfix fixing all large issues present in the first release -fix as many bugs as you feel like -if your feeling extra motivated work on an update with more aftermarket stuff -if you decide that it’s not too difficult, try and make a lore friendly version. The lore friendly version will not have that much difference with the nissan version the only difference will be part naming, badges and maybe configurations. When it comes to lore for this hypothetical version, I can’t really say. since by the time a lore friendly version of the mod would release its possible that LJ will have released his camilla. -if a lore friendly version is released and the mod is still up to date, then the mod will basically be completely done. If I keep working on the mod then this step will probably be reached around early/mid 2024 (I doubt i’ll reach this point tbh) lemme know if I forgot anything important
i have been following this mod for a good time now, i cant wait for the release and good work with the current progress!
update: -re-did topo for inner bootlining/carpeting since I accidentaly deleted it at some point while improving topo around that area. This is the third time I'm redoing it now as I lost a day of progress a few days ago due to a corruption, blender has a weird bug on my system where when I fully power off my laptop just after saving a blend file the file and any auto saves from that day get corrupted. -added roof lining bump maps and textures + those sun cover board things + rear view mirror
update: -Added normal maps for the rest of the unibody and for inner doors Initially I was gonna do this by baking some of the normals from a high poly model sent by Takeshi Nakazato#9837 on discord (thanks a lot for those, they where very useful reference models), but the high to low poly bake gave a kinda messy result so I decided to use substance painter instead. The normals/bumps are not accurate to every bolt and screw as that would take tons of time but they're reasonably accurate in the areas where it's important. here's what a drift missile with the bumper taken off would look like with the new normals: this makes 3 items done from my to do list that I posted not too long ago, that means that in theory I've done 3/23 things that I need to do before a release.
update: -Made an (almost) final UV for the main S15 panels that will be used for skins and stuff, I tried to lay it out so that it has the least seams between panels possible, heres what it looks like: -Updated front page with some new renders -You may have noticed I've been spending a lot of time on the unibody the last few weeks, this cause I had two almost identical unibodies, one with carpets and one without. This made it slow to make changes since I had to match the changes on both unibodies all the time. To fix this I've decided to go with a different part structure consisting of 2 seperate objects suggested by AX53, this is how it works: unibody without area around carpet: (not selectable on it's own ingame) carpet mesh only: (not selectable on it's own ingame) bare metal under carpet only: (not selectable on it's own ingame) bare metal and unibody shell objects both selected: carpet and unibody shell objects both selected:
update: -raised suspension and underbody parts that where unrealistically low (this will allow for lowering the car more without scrape) -modified unibody to let exhaust sit higher up -added windshield wipers + plastic around them, (wipers where ripped from the 200bx since all wipers look basically identical from what I can tell) -got some stuff ingame -bunch of model adjustments (from what i remember mostly fenders and rear wing) -added non-aero stock kit in-game -added new unibody part structure ingame (textures are kinda broken ingame rn cause I'm gonna work on those later) -tried out the new garage map to make some photos (looks no where near as good as the scintilla)