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...
Well, the cockpit view is not that bad. It is depending on which FOV you are using. I usually play with 82deg, which is a little bit zoomed in comparison to 90deg by default. You can make a windscreen a bit higher and adjust a seat position. If you can make the windscreen side frame thinner that would help also.
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.
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.