Hello everybody! After working a few weeks on this project, i decided to open a thread for it. It is my first try at getting a car into the game. My progress so far: -Modeling exterior: ~90% -Modeling interior: ~30% -jbeaming: ~ 2% Some parts like the engine, enginebay and tires are just placeholders atm. I need to find better references for some of them. For the simple reason that the exterior model just needs a few adjustments, I decided to start jbeaming the frame and suspension. Jbeaming the frame went fine, but I ran into a problem with the suspension. I created the jbeam for the lowerarm, upperarm, coilover, spindle etc. The problem occured when I tried to set up the steering. As long as the physics are paused the jbeam looks fine, but as soon as I start the game the steering jbeam pushes the wheels into the middle. ( There are pictures attached below.) I hope that somebody is able to help me with my problem. I read the wiki, but for suspension there are no detailed infos atm. Btw: I used DrowsySam´s Example_Car as a refernece for the jbeams. I did the steering the exact same way as he does, but somehow mine doesn´t work. Credits: gabester: tires, seats ( both are just placeholders atm ) DrowsySam for the example car files. They help alot at learning the basics of jbeams.
I have been waiting for months for someone to pay tribute to the Most Beautiful Car of the Sixties. Do you have plans to make any other C2 variants, like a Grand Sport or maybe a '67 with an L89 Big Block?
Yes, I have plans to create other versions of the C2, but first of all I want to finish the 1963 Split Window version. Atm the car is far from finished, but I am working as good as I can to get things going
I'm no expert but that mesh looks beautiful and clean, really good poly flow! Looks awesome man, can't wait to see it in game.
Sadly, I need to do much more than that. I have to finish the exterior, interior and uvmap everything.
that's the fun part lol best of luck, and make sure you ask as many questions as possible. Be annoying. That's the only way this will get finished!! Looks awesome, keep it up bud - - - Updated - - - Also, I see a few extra poly's that don't need to be there...Underneath, the floor boards have a lot of loops, as well as on the door, there are a few segments that are very close together...Altogether, looks amazing...Just optimize the mesh a bit before you start to UV and such, as it will be harder to reduce polys the farther along you get. Just a small tip In red boxes, those are mostly flat areas that can be done with much less polys. Also here: To me, they appear to be relatively flat surfaces...reduce those
I would advise turning the windshield mesh into a grid pattern instead of tris so that you get better deformation.
I agree, mostly on the sheet-metal on the exterior, but the flat side of the oil pan and other bits I pointed out are, in fact, relatively flat surfaces which require much less polys. To add detail, use normal maps etc.