The car's irl front suspension is MacPherson too, but the irl rear suspension is called semi-trailing arm, and since we don't have semi-trailing arm, at least maybe not for now, we decided to simulate it close as possible with putting another MacPherson to the rear too. I'm so glad everyone liked it, enjoy
Hello, this is my upcoming project. 1973 Nissan Skyline 2000GT-R KPGC110 "Ken & Meri", also known as "Phantom GT-R" because of it never got chance to race at all, opposite to Skyline tradition, due to oil crisis striked back in 1970s.
3D model is Martin Trafas' Nissan Skyline GT-R C110 Kenmeri '73. I downloaded model and unsubdivided it in blender & merged by distance in LFS Editor to make it fit in the tri-limit. All interior parts is modelled in blender with looking to real life and Gran Turismo's interior photos. This video really helped about reference: https://youtu.be/TgBlKRScTno?si=P2LV0blSZs_4ZoDV
Full development walkthrough video is here. Despite how much i try to model the interior and dashboard low poly as possible, it ended up in 64622 tris, so you'll see a little humor about it in this video
Probably you know what to do but lemme just remind again in any case to watch the subdivision amount So if needed I can try to help about the interior needs if i can find time.
Thank you for such effort yeah this game needs a gr yaris. And don't forget to bevel the sharp edges too, small amount of bevel will still protect the sharp look and adds smoothness. and seems like rear fenders needs little bit more work and voila! I'm looking forward to this
Parent-child feature in editor, when putting an object under another (not move up or down in list, just into parent object in hierarchy). For example, a pop up light mechanism, which has multiple different parts doing different things when opening. Parent will rotate and rotate the child object under it too, while child object is rotating or moving elsewhere. It could unlock more possibilities about pop ups or other mechanisms.
Engine model made out of original TOTOYA SUPER MKIV mod, intercooler out of my Silly 260RS, cam sprockets are modelled by me in blender, turbo propellers, turbo bodys, exhaust manifold, fuel rail, engine block and intake manifold is modelled by me in editor.
Hello, after my silly 260rs my new mod is shuto spec supra. Mod is originally OpenClutch's TOTOYA SUPER MKIV. I got the bodykit from Jaskier's original Asetto Corsa mod with his permission. Proof pic is below.
you can make it little bit more high poly man, after all its better for shading, normals and surface quality. Not much high poly but not much low poly like this too, i believe you can find a reasonable poly count around like 15-20k (maybe little bit more) polys for body and same goes for interior too, maybe 10-15 k for interior too and voila! So consider making a subdivision modifier or subdivide it manually for better polycount control. also good and underrated car choose, im really looking forward to drive this.
Lfs site cannot show custom sized pictures and cannot show some pics if the size is big, pictures were 1920*1080 but it didn't load it properly for some reason this morning, thats why i shared links with imgur