Thanks, I am trying my best to make it as believable as possible.
Here are some screens of what I completed so far for the interior base mesh :
There is still a few things I need to complete :
- modeling front/rear seats
- interior doors details
- finishing the steering wheel details (buttons etc)
- interior central mirror
- seat belt
- interior floor mesh
- Maybe a separate mesh for button texture ?
- adjusting the size of some elements (windshield wipers..)
- and a lot of optimizations, right now the whole car is over 70k.
The steering wheel size seems a little bit small, when compared to the rb4 it doesn't look at all like a 35cm wheel, I thought the size I used was pretty standard for road cars.
Thank you,It means a lot to me! I literally grow up playing LFS, the game never left my hard drive!, you guys are an inspiration for many of us!
And thank you guys for letting us experiment with the game engine, there isn't many games that offers such accessible modding tools! it's definitively a great thing for the community !
The interior is trickier than I thought, especially since the model needs to be driveable in-game, I have only a rigged human body shape and some pictures for (rough) references, VR would definitely help (since it's also compatible with blender) if it was available for sale over here..
But again this is a great learning opportunity !
glad you like it !
Thanks for the compliment, I think with the amount of resources around the net now, it's easier and faster to learn something new compared to some years ago.
Finding time and motivation is still a big obstacle...
Thanks, I'm still figuring out the interior shapes and dimensions, so the only thing I can guarantee is it will retain the central "punto-like" air vents style with of course some (many) changes.
Plus there is some issues I (maybe) need to fix with the front window shape, when I tried to test out the car dimension in-game, I found the interior front view a little bit claustrophobic for my taste :
I need some opinions about that.
EDIT : I think it's actually fine when compared to an Audi A1, which is nearly similar in size :
oh well, that modifier does indeed completely separate the mesh geometry.. I don't know if it's ok with the actual game engine, I am pretty sure it wouldn't do well with the future real time shadows if you want to do something for the long term.
Pretty much finished with the exterior, but there is a slight issue ( major one in fact ), the exterior alone is 36k triangles, so I guess I must compromise in the overall shapes quality , unless I make an UF1-like interior .
We'll only be able to simulate/mod from the late 90 early 2000" era, as LFS doesn't support modern complex electronics (yet).
Classic cars should be possible too, but we need old type of road/slick tyres if we want to mod something like an 70' F1 or touring car accurately, unless you could reduce the tyres friction/grip of the default compound which is an approximation but should be ok for the time being.
I thought it could be a good idea to start something to kill time before the mod support test patch, so I started a project to test some ideas and why not a practice opportunity since I am not super comfortable in making low res assets.
It's a sort of concept for a newer version or a replacement for XFG, basically it's your typical everyday 2002~2008 small city car with a relatively powerful engine (GTI).
I am still undecided about of the engine configuration or other technical aspects, let's say it will have around 170 hp max (for now).
So here are some pictures of the design, I will probably change/add some details later when I make some progress but this is mostly the final version.
Well since you can import the base mesh I am somehow more positive about this, as modeling inside the editor is all but intuitive.
Personally I can manage with the editor texturing system, but people should not expect the same result as a fully modern texturing software (eg : heavy use of tillable without any variations, stretched textures etc ).