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lfsrm
S3 licensed
Quote from balintka1234 :It looks really awesome! May I suggest that if you could make it longer like...

Thanks! Smile

It's already 10 cm longer (4.02m) than a Miata !, which is the main (imaginary) competition for this car.

I need to reduce the wheels size , which could balance its look a little bit , but that's for another time when I finish the interior base mesh.
lfsrm
S3 licensed
I took some days off, so I will try my best to make some serious progress this time.

A quick dimensions check in game :




initial technical specs :



I must say with this kind of specs, it's a blast to drive !, especially with large tires the car feels predictable and very fun to slide around.

and lastly, one render for fun :
lfsrm
S3 licensed
Time and brain bandwidth, only managed to do some parts of the interior door these last few years lmao.

Last edited by lfsrm, .
lfsrm
S3 licensed
Quote from mbutcher :The occupants are the people driving the cars.

South city is only populated by endurance racers Big grin.
lfsrm
S3 licensed
Thanks, it's coming along nicely!

The only things I noticed is the lack of illuminated building windows at night (especially for south city), might be something worth considering later builds.
lfsrm
S3 licensed
It also comes at a huge performance cost, I would rather see dynamic lights used exclusively for cars themselves, I must admit it bothers me a little to see the whole interior being illuminated when other cars are tailing you.

But again, it's one of those things that could be improved gradually with time.
lfsrm
S3 licensed
Great read, I'm still oddly curious about how you are going to solve the cloud system for the new skybox, many racing sims completely miss the mark when it comes to the visual aspect of it.
Last edited by lfsrm, .
lfsrm
S3 licensed
Nice! One of the few things I m looking forward to for the next year!
lfsrm
S3 licensed
Quote from paket42x :Was playing it being a 5 or 6 years old guy lol
Thanks Thumbs up

Toca 2 came with my first pc in the early 2000', it was this game that got me hooked to racing videogames (also MS flight sim 98 to a lesser extent), good memories and a very classy soundtrack.

Great promotional video, I will surely update my mod and attempt to make some progress to my next project.
lfsrm
S3 licensed
Exterior main body is almost finished, there still some details left which I will tackle next time :




Here some quick renders to test if the car looks decent enough with some simple shaders :


lfsrm
S3 licensed
little bit of progress..







Quote from Evolution_R :Glad you are back! I started wondering what happened.

The model is looking very good! Thumbs up

Life struggles that I'm still trying to figure out/put in order, something that is preventing me from dedicating more time to hobbies and passions.
lfsrm
S3 licensed
Slowly getting back at modeling, I managed to make some progress on the body panels last two weekends :






I will try to work more on personal projects now that I have some sort of stability in my life, hopefully I will see it through.
lfsrm
S3 licensed
The only thing I noticed is the lack of buildings windows emissions at night, I hope it's feasible with the next graphics system.
lfsrm
S3 licensed
From the first time when I tested the demo version back in 2005 to this day it never left my hard drive!

Happy birthday LFS!
lfsrm
S3 licensed
Thanks for the reports, I will take a look my next day off.

Quote from Motimoukari :The rims are mirrored so that the spokes lean to the opposite sides on the other side of the car

I don't understand, are the rims not aligned correctly?
lfsrm
S3 licensed
Thanks for organising this Thumbs up, I hope for more feedbacks from one of the participants.
lfsrm
S3 licensed
The finish on this project is off the chart, can't wait to try it in-game.
lfsrm
S3 licensed
Interesting, I m curious how are you going to integrate the hybrid powertrain since LFS doesn't support yet such engine configuration
lfsrm
S3 licensed
see Big grin, it's not that hard!

Looks cool, keep up the good work.
lfsrm
S3 licensed
First step is to find a workflow that you are confortable with, even if it's flawed at first but with time you will include various other or even your own techniques, and always keep an eye for additional informations (tutorials, documentations).

Just finish something damn it Big grin.

Edit : sometimes triangles are inevitable , just try to use as much quads as possible.
Last edited by lfsrm, .
lfsrm
S3 licensed
Quote from ClasK_03 :This site explain well whats good and bad topology: https://topologyguides.com

Very good documentation Thumbs up.
lfsrm
S3 licensed
Quote from Evolution_R :Thank you! I will keep this in mind, but seeing this high poly body - is it better to have the full body shape like this and then start adding (cutting) parts like windows, doors etc.?

Yes you can still do that of course, the whole shrinkwrap workflow is especially useful when the mesh density increases (which is inevitable when you want to reach a certain level of details), what you want when you model a car is to not mess up the surface flow when adding details, which is harder to achieve without any guide, the more vertices you have the more harder for you to manually keep every surfaces as clean as possible, for eg :

I just added a bunch of details on a surface



but now I'm struggling to keep them follow the car shape, because simply there is too many vertices and it will take forever to position them perfectly



as you might noticed the surface doesn't have a proper flow, but if I had a guide and used the shrinkwrap modifier it wouldn't be an issue at all

This is the result when I apply the modifier




Quote from Evolution_R :Also, I was thinking about making it somewhat good looking without subdivision and then just add level 1, but I'm not so sure anymore. Big grin

This is what you should aim for for the time being.

For SubD modeling, try to avoid using triangles outside flat area, its algorithm doesn't handle it well especially near edges or holes, it's not an absolute rule but for good result this is what is considered good practice for organic surfaces (cars, planes, animals, human etc..).


lfsrm
S3 licensed
Nice, try to keep it as close as possible to the original car, it might be frustrating in the beginning but it is all positive experience for future projects, with time and practice you will become more comfortable with your topology planning, I think it's the hardest part in the learning process since any badly placed N-gon (which I don't recommend to use) or tris will become instantly visible in the end result (shiny surfaces doesn't help either).

You can definitely use subdivision in game modeling, but since LFS tris budget isn't very high it will take you some time to optimize your model directly from a higher resolution mesh. For future reference, what I recommend is to use the shrinkwrap modifier in combination with the snap to surface tool on a non detailed guide that only retain the general shapes :



It's a little bit advanced for a beginner, but it is something worth knowing if you want to have the best result.
Last edited by lfsrm, .
LSC, small light coupé
lfsrm
S3 licensed
Hi,

Another attempt at integrating a totally custom made car into LFS, this time it's a small light Lotus-like RWD coupé, with a total length of 4.02 m and 1.74m (without mirrors) in width.

It's a proper modern car, with actual styling cues like sharp body folds and distinguishable LED light signature, but it keeps the same commitment from the driver as any old school sport cars ( I mean this is just LFS forcing my hands with its physics engine which behave the best for 90's era cars).

This will probably have multiple engine configurations, one to compete with the TBO class and another one closer or in between the RAC/FZ specs, I m still undecided about this.

Also this model will have a higher resolution version for rendering.





Now hopefully I will do a better job than my previous mod.
Last edited by lfsrm, .
lfsrm
S3 licensed
yep good idea.
Last edited by lfsrm, .
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