The online racing simulator
Iveco Daily I
(10 posts, started )
Iveco Daily I
Y'ello!

You might say: "finally!" But seriously now.

Inspired by some models, I took up the challenge of creating... my own car for LFS.

Actually, it's not my own, because the model was downloaded from here:

https://sketchfab.com/3d-model ... b33de4fb9835d65650f695f02

BUT! It has been subjected to "thorough" modernization ( I started it yesterday ), i.e.:

- removing unnecessary polygons
- remapping
- making own interior
- as well as other activities aimed at optimization and better appearance

As for the last one: I was loosely based on the appearance of the first generation Iveco Daily, with a touch of the second generation, and a bit of my own creativity (hence some of the elements look ordinary simple). But let's be honest - LFS models are simple and supposed to be simple.

What will come of it? Don't know, for now I'm doing what I know, which is creating in Blender. I would be happy to thank you for your ratings and possible criticism. I would like to point out in advance that I am not a "newbie" at this, as I have several good projects under my belt. To those who will immediately accuse me of using an archaic version of Blender - well sheep happens, there are some persons on this world.

The hardest part is yet to come...

But now - meet Ivado Weekly Na-na
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4 days later

You could say that the entire model was reworked - it turned out that LFS does not digest more than 32k vertexes. Damn. However, I think the result was worth the time.

Now it would be time to learn how to port this to LFS, right?
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Looks very promising, would be cool to drive in TC Smile Can't wait for this to be done, I like the detail and texturing of the model, reminds me alot of old mods from World Racing 2 Big grin
Quote from CoYoTeK :4 days later

You could say that the entire model was reworked - it turned out that LFS does not digest more than 32k vertexes. Damn. However, I think the result was worth the time.

Now it would be time to learn how to port this to LFS, right?

You can import half of the car and mirror it in LFS editor - that's how you can get up to 65k vertices & triangles.
@Kanker_app - thanks for kindly words. I create (or have created) models for games like OMSI or TD2, and there is a completely different approach to them. In fact, "theory does its job, reality does its job", which either brutally verified me or, due to the level of skill in using the LFS editor (read: none), shows that what I achieved while creating in Blender will not be 100% reproduced in the game. Or I simply can't do it. However, for now - it's hard.

@Flame CZE - Thank you for the advice, it may be useful in the future. Now that the model has reached the final stage of preparation, I do not intend to make any changes to it.

The model "landed" in the editor and I don't understand one thing - why do I have to map everything again? I feel like all the work went to waste. Is this what it's supposed to look like, or am I doing something wrong? xD
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Quote from CoYoTeK :
The model "landed" in the editor and I don't understand one thing - why do I have to map everything again? I feel like all the work went to waste. Is this what it's supposed to look like, or am I doing something wrong? xD

One simple thing - there is no UV Mapping.
To be fair the model of that car looks more like rare AlfaRomeo AR6 (yep alfa and a van...)
Yeah, I think I'm slowly getting the hang of it... but it is very time- and labor-consuming. And, of course, it requires every step to be carefully considered. Now it's simple because I'm mapping the simplest, flattest elements. The fun will begin when I reach the more complicated objects.
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Still if u need some help hit me up on discord (same name as on lfs) and don't be shy
jestem polakiem Smile
Slowly, but there is progress.
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Iveco Daily I
(10 posts, started )
FGED GREDG RDFGDR GSFDG