Great modeling, and yea using scanned data as a guide is like heaven for modelers, I had so much suffering with inaccurate blueprints that I stopped doing real cars altogether.
I never thought that using random net images as a source to generate point data is this reliable, maybe I m just out of date, I always believed that you need a good 3D scanner or at least a phone with a dedicated app to scan the real thing.
You need to understand that everythings has its upsides and downsides, there is no perfect decision when it comes to allowing community involvment into the game content creation.
What I mean is, without modding we would probably not see some of the actual (and future) well crafted mods and since as we know LFS is a small budget game, we won't expect comparable amount of content from the devs themselves anytime soon.
But at the same time, it's true that the content that the devs did or are doing in the future has a guaranteed quality that mods don't fill most of the time, that's why I could understand the logic behind refusing mods support.
So that's why, and if you noticed, there is a tight integration and multiple filters to promote decent mods and to encourage modders to make some efforts into their work, and I think this is the best approach to, at least partially, resolve the lack of quality of some mods.
Yes you are totally right, if you look at the more recent interior WIP images, you can notice that I made them a little bit bigger.
If I remember, 2006 was the year when the EU forced the car manufacturers to adopt a minimum mirrors size for safety purpose, so compared to most modern cars, I took the liberty to not respect this requirement since this car is supposed to be a little bit older than that.
What I need is some spare time to quickly export a wip model to check and make sure the ergonomics are usable once and for all.
But yes, there is some mistakes I made with the general car proportions that I want to summarize when I finish this project, as a reminder and advices for me and for those who are interested in cars creation.
Thanks for the compliment , I will try to do better next time, since it's nowhere near the efficiency of the original lfs cars models.
Thanks, it annoys me how much little time I got these past months, I have so much personal projects waiting for completion, I just want to see the damn thing ingame !
Yes, I still have to finish some parts of the interior.
Often I don't like the design of some elements, so I tend to redo things midway which drag the whole project, plus I did the mistake of doing a high res version using subdivision, I should've started modeling the whole lowpoly car manually, because now cleaning the mesh will take even more time, and time is something that I lack nowadays.
But that's just my inexperience modeling lowpoly game assets, that's why I think this project is a very valuable learning experience.
No it's just optimization, sacrificing some surface smoothness to meet lfs's triangles limit.
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 .