I really like your work, always so clean and simple, flawless I'd say! Your models fit the LFS art style the best of all the mods imo too... I try to do the same as you, Keep it up man
Thanks for nice feedback All my models were made and optimized directly for LFS (except the Lemon Ara, which was originally designed as a papercraft body for a Kyosho Mini-Z RC car )
Progress: shading fixes and interior modelling. This project is much slower than my previous works, because it is much more difficult to get shading right while maintaining a reasonable poly count. I have tried multiple different approaches to topology of certain parts, but I am still not satisfied with rear mudguards and doors from the inside.
Progress: finished and optimized inner door handles. Finished rear doors. The shading optimization of these parts got very frustrating but it is almost done now.
Yes, it will clip a little and it is not easy to adjust for both male and female drivers. I am not decided if it will be included in a final version, but it is good enough to illustrate that driver in front of me has fastened seat belt. In a simulator, only two parts of a mod must be flawless anyway. The first is a drivers cockpit and the second is a rear part of an opponent car A seat belt is only a small detail, which can be viewed from the outside only.
Progress: after finishing the 3D model and many shading fixes (using newly obtained info about n.c.level), I have started working on my favorite modding part - textures. Finally, after so many months, it begins to resemble a car
Progress: textured steering wheel, seats and wheels. Added configurable whitewalls to match my old shark-mouthed car. Decided to use repeatable textures and add ambient occlusion as an overlay layer of triangles (my previous works did not use repeatable textures because of "baked" shading). The model is optimized to 14k triangles currently. The ambient occlusion and other shading effects will probably add 6-10k.
Progress: I have finally found a mistake in my computations of springing and damping physical values and the car feels much better now. Unfortunately, my first test with combination of repeating textures with "baked" shading failed because of texture compression (in the attached image).