WIP Chevrolet Corvette (C2, C3)

Discussion in 'Land' started by Driv3r1142, Apr 20, 2023.

  1. Driv3r1142

    Driv3r1142
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    Chevrolet Corvette (Aprox. 1963 - 1972)
    (aka Gavril Vendetta remake)


    b2d93e080d7c913fb6073dce98fd99a7.png 2c70aae8c900503ccbcf6ba8d29b3972.jpg

    Bold in concept...
    Thoroughly tested
    Meticulously Manufactured...

    Come see why this is the most exciting car in America today!



    Project Background



    Figured I'd make a thread for this now that I have a rolling chassis, and at the same time try to clear up a few things regarding the Vendetta... Ok so this is mainly going to be about why I chose to do this instead of finish and release the remaster.

    In short - The remaster was an absolute mess, and I didn't feel it represented at all the best I could do. I had asked Agent_Y for some help with testing it, and his conclusion was that it needed to be redone from scratch, something that I had been suspecting for awhile and his advice was essentially the tipping point for scrapping the remaster and starting fresh. (Agent_Y I do appreciate your efforts to tell me in conversation that it wasn't as bad as it really was, but the fact is that it was a mess that needed to be redone, and I can do better.)

    While yes the remaster was very much on the surface almost complete, it was badly rushed in many areas, with major sections of the JBeam being left unfinished (Collision triangles, limiters, etc.) in favor of putting them off for later, and without any proper project organization these just added up into a mix of done and not done parts that just couldn't easily be dealt with without redoing substantial amounts of the JBeam.

    Pair that with the fact that the remaster had significant proportional issues (Such as being more the scale of a Camaro instead of a Corvette, frame rails were too wide throwing off the interior proportions, cowl had too much upward curvature making a pure C3 dashboard impossible, etc.) I figured that the amount of work just wasn't worth it to try and save a project that I was never happy with.


    I've been teasing this current project for awhile now, both in the Gavril Vendetta thread and in Development screens, and this is to effectively serve as the successor to the Vendetta project.

    While I've been showing progress on the Vendetta remaster, in reality I've been working on this since about mid 2022 and dedicating most of my free time to it (Which was limited even more back then.) I've been contemplating redoing this entirely since late 2021, and figured after a bit of a break from modding to start it over, and work on both simultaneously to see which one turned out better. In short, this did, so I've decided to continue work here instead.

    Overall I plan on using alot of the old chassis JBeam structures and bringing those up to date, as those (Frame, engine, transmission, differential, front and rear suspension) were the newest and most current parts of the previous project, which has sped up getting the chassis in game substantially. All of the old body JBeam structures need to be redone from scratch, and I plan on using official content as a reference now (Pigeon for general fiberglass panels, Barstow and Moonhawk for references as to how to build the parts with underlying steel structural elements (Core body "birdcage", doors, etc.)



    This past month I also decided to explore re-integrating a scrapped idea from the remaster, a second generation (C2) shell. Since the second and third gen Corvette share the same fundamental chassis (With some minor updates over the years, but otherwise a 1982 chassis can easily be made to fit under a 1963 body if properly adjusted to roll it back design-wise.)



    This shell, just like the C3, will be a hybrid of various model years. Pretty much just a 1963 split rear window and everything else being a mix of the rest, the deciding factor being whatever was easier to model... But everything is based off of the real thing. Again same thing for the C3, pretty much a mix of 1968-1972 stuff, whatever was easier to model at the time. The way these are set up I should be able to eventually add in all the required parts to allow for re-creating specific model years, but for the initial release I just want to get the basic stuff in game and driving.





    The C2 and C3 shells are fundamentally the same when it comes to JBeaming everything, meaning once I finish one I can duplicate and adjust everything for the other shell and get that in-game fairly quickly, fine tuning aside. Compared to the old Remaster, this is pretty much going to be a cakewalk.

    PROGRESS (4/20/2023)


    • MODELS - 50% (C2 shell started, C3 shell complete, chassis complete, C2 interior not started, C3 interior started)
    C3
    47fc0e907e504dbad0d4b2c03b582c02.jpg bebc481db9b5b14690a52c84284d79fe.jpg 3f4ecc405b2d3f29f3f6d76ac7a56964.jpg f28edb4347eba24bb106042f7e2ccf1e.png

    C2
    e705ba5cbc2cc772448c51a788db6716.png 1df06e37c5d1116d287b2485bf45d211.png

    Chassis

    Low Poly
    fcc30f22281905ddf78075d120c0a66c.png

    High Poly
    78df6296df13453a4ccdcde04ec8c8fc.png
    • JBeam- 10% (Rolling chassis in-game, chassis JBeams 80% complete, bodies not started.)
    • Textures - 10% (Chassis has been baked down, need to finish the drive + half shafts and differential, which will go on a separate texture map due to complications.)
    IN-GAME Progress (as of 4/20/2023;)

    screenshot_2023-04-20_04-28-44.png screenshot_2023-04-20_04-28-09.png




    PLANNED FOR RELEASE;


    Target date for first beta; Early to mid June 2023 (6/1 to 6/15.)
    • Could be earlier or later, depends entirely on how much progress I make per-day, and/or any complications that arise.
    • This will be by no means the final version of the mod, and I plan on continuing to add stuff once the basic parts are in place, and the project is currently set up with that in mind
    Planned for initial beta;
    • Base model configs (Basic small/big block + A and M variants, heavy duty, and a couple extra factory option configs.)
    • One race config, using the stock chassis and suspension just with additional racing parts (Just like some older official content.)
    • A few configs from the OG Vendetta and the remaster (Police/Detective from remaster, and the user-submitted configs from the original mod.)
    At a later date, I want to add in the hard top convertible body variants of the C2 and C3, but this is beyond the scope of the first release since they are essentially almost entirely new shells from the cowl back (C2 has a thicker, more prominent center ridge and the C3 has a different rear deck entirely.) So these will be treated as separate vehicle bodies, and have their materials and skins system made accordingly.

    The drivetrain/powertrain is going to be a mix of Gavril engine/transmission meshes and Chevrolet torque curves and gear ratios.


    FUTURE PLANS


    My plans for the initial release are bare-bones at this point. I want to get both shells in-game with their basic factory configs and maybe one race config, then once I have something out on the forums and repo (This will replace the Gavril Vendetta as a lore-friendly version) I'll continue adding extra parts and stuff.


    As for the Vendetta remaster, as of today it's cancelled, to be replaced by this. I know, it's definitely insane because it was technically almost complete, but the amount of work that needed to be done to bring it up to current standards was going to involve a substantial amount of adjusting that just wasn't going to work there. Outside of the chassis and rear suspension JBeam structures (Which even those were was a mess,) most of the JBeam was going to need to be thrown out and redone, and as I mentioned

    Elements from the original Remaster are going to be brought over in time (Plastic bumper C3 shells for instance,) But after extensive research I've come to the conclusion that asides from the basic birdcage structure, the early, mid, and late C3s are almost entirely different bodies with only the basic design elements preserved between them. So these fall into the same category as the convertible bodies, and will need to be done separately, and treated as separate bodies (With their own materials and skins UVs.) They'll come eventually, just I need to have something to use as a base in-game first... Which, as I've said countless times already, is the main focus of the initial push towards beta.


    CREDITS


    BeamNG devs - reused official assets and JBeams used as a base
    Driv3r1142 - Majority of the work (Modeling, texturing, JBeaming, etc.)
    atv_123 - General testing, JBeam work (From the Gavril Vendetta remaster, which this uses a substantial number of those, just edited to fit the new models.)
    Agent_Y - General Testing, JBeam work (From the Gavril Vendetta remaster, which this uses


    Outro



    I know that this is kinda a rough and short initial thread, plus I know I don't have a lot to show in-game atm but I figured an actual, dedicated thread at this point + a target beta release date will keep the fire lit under my ass so I actually get this done and out this time, instead of procrastinating and ending up in development hell like the last time.


    I want to post major progress updates on Sundays or Mondays, and use the rest of the week's free time to work on things in peace... Time these days is extremely scarce, and even my weekends sometimes are spent doing more important things.


    As usual release dates can and do change, I'm not all knowing or all seeing, life is life and is very unpredictable, but at the same time having goals doesn't hurt.


    I've also got one other vehicle in the works too that's getting close to completion that I'll be making a thread for once this is in beta ;)


    TL;DR: Remaster's cancelled in favor of doing the real deal this time. A lore friendly version will be uploaded to the repository in the Vendetta's place, and a real life version will be on the forums. Whether it's 2 separate cars (Like the Gavril Gladiator and Dodge Coronet,) repo demo with forum expansion pack (the Codename: Oldsfullsize vs Oldsmobile expansion pack,) or lore-friendly with a forum-attached badge pack (No examples off the top of my head but I know its been done before,) there will definitely be real badges and a lore friendly variant for the repo :)

    I'll be posting regular progress updates so stay tuned.
    Thanks for reading, and in the meantime enjoy watching progress on "One of America's finest creations" ;)

    p.s I posted this thread before I was 100% done writing it due to a mishap with my coffee and my mouse :p, please accept my apologies for any typos. Hope you enjoyed the read though and I hope that this clears up some stuff about the Vendetta remaster and why that's not out yet :)
     
    #1 Driv3r1142, Apr 20, 2023
    Last edited: Apr 20, 2023
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  2. corvette81

    corvette81
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    You have my support :) looks good and appreciate your commitment to a higher standard.
     
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  3. bussin.buses

    bussin.buses
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    Yes!
     
  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    I'm sorry that all this work is basically my fault because of the list of issues with the remaster I gave you in the DMs... but it's probably for the better that it turned out this way, if the remaster had mechanically inaccurate facelifts, visibly inaccurate proportions and very outdated (though properly made for its time) body Jbeam that made me hate doing the fixes it needed. Redoing a mod from scratch is a better way to do a remaster than basing it on old outdated assets. If you ever need my help with this new version just ask, I feel bad for your old work being wasted so I want to make up for it in some way.
     
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  5. bruhcarerr

    bruhcarerr
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    one of the 1st comments in a such a big tread (im sure its gonna be:)) everybody will support this! the legend will be back after a while! thank you!:D
     
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  6. bussin.buses

    bussin.buses
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    @Driv3r1142 will there be optional Gavril Vendetta badges (if not I’m sure someone (maybe me)will make a mod for them)
     
  7. corvette81

    corvette81
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    Don't know how super detailed you plan to get but I will say there is smaller details that many years look similar but something like the badge can be way different dependent on year(or edition). Also side vents and the bottom side trim piece changed.

    Just to give you an idea how stupid it got.
    1980 corvette badge

    1981(which also had blacked out year specific side trim and other details) corvette badge



    I will say these details aren't expected by me just forewarning of them.
     
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  8. Bakasan

    Bakasan
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    Looks very promising, model looks really accurate with professional topology, which imho is the most important thing:)
    The details such as model year differences you can probably figure out as you go, but so long as the jbeam is good and it drives nice I think most will be happy based on the current progress:D
    Looking forward to seeing more:cool:
     
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  9. Leo Zieger

    Leo Zieger
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    Obviously old Mr. Corvette was a Saints-Fan!
     
  10. Driv3r1142

    Driv3r1142
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    Oh god I'm getting notification spammed alongside a flood of comments already :p I'm so out of this having not been that active in the past couple years lol :) The accidental early-post definitely lit a fire under my ass to respond to everyone that hasn't been there in years.


    Thanks :) Normally don't make threads before I have the body in-game, but I just got the chassis in game last night and I really needed to clear up some things about the Vendetta remaster, so I figured it was time. Rules state I need in-game progress, and I have enough to make a thread.

    Yeah I've definitely improved over the years as I've done this sort of stuff more, and since I started the remaster I've improved my skills substantially. They're not 100% where I want them yet, and I've asked a few people privately for advice in that regard when it comes to specific modeling aspects I find to be troubling at times, but I can say this is already turning out better than the previous project by a long shot.

    I've always wanted to do this, the Corvette has always had a special place in my heart as my dream car since I was a kid, particularly torn between the second or third generations... Always thought those were the coolest looking cars for some odd reason, maybe that explains my fixation on it for all these years? :)


    The old project was a mess unfortunately, there was no way I could save that without losing my sanity despite it having been done to the point of having skins... Agent_Y can probably attest to that, since he's one of the few people to have actually tested the remaster first hand.

    Despite it ending up cancelled, the project itself was an extremely valuable learning experience.

    Not at all your fault :) I had actually modeled the C3 shell and a good chunk of the base low poly frame before I even contacted you. You just confirmed my own suspicions and doubts about the remaster and I decided it was time to reboot it. The remaster was stuck in development hell and was harder to work on than this has been so far. Seriously, proper planning helps tremendously :p Your input was valuable, and didn't entirely go to waste.

    The old project was more of a remake than a remaster, was at a time where I was making some rapid improvements in my own skills, the game was rapidly changing over to PBR rendering, the project wasn't properly organized like my projects are now (Having separate blend files for each major project stage such as the main models, the UVs, baking down, and texturing,) and didn't have a to-do list. All of those points have been addressed for this.

    I'm gonna be contacting you (if you're up for it) later to test the chassis, since I want to get that as complete as possible (within reason) before putting the bodies on it.


    Yes :) I thought I mentioned that in the main post, will double check that though since again this was posted accidentally before I was 100% done writing it :( The internal file names atm are lore-friendly in anticipation of a repo release (working directory is called sporter_2 atm.)

    There will be both lore friendly and real badging, the question isn't if it's just how I'm going to execute it.

    My plans for the beta are going to be a mix of model years, basically as I said initially whatever was/is easier to model. I eventually want to get to a point where one can build any particular model year, but as you said and I already know from my own research and previous attempts, that's, to say the least, quite an undertaking that is simply unrealistic to go for on an initial release. Even the D series back in the day only had a fraction of the parts it has now, for similar reasons.


    The initial beta will be a mix of different model year elements, within reason. I promise it should all look fine in the long run, more like a non-historically correct/personal restoration or build. My goal for the C2 shell is the 63 split rear window and front fender vents, later everything else (Window trim, lack of hood vents, etc.) The C3 shell is centered on a 1970 body, though since I was initially planning on that being more lore-friendly appearance wise I will need to redo the vents... Will probably do early side vents since those are easier to integrate.


    But yeah, it was insane how many small changes were made over the years... The C3 was even worse than the C2, where the mid and late plastic bumper designs had entirely different fender and quarter panels, despite them looking very much identical in part to the earlier ones... Which is why I'm putting those off for later to be treated as separate bodies while I focus on the initial stuff.


    Topology matters. For reflections. For deformation. For everything. Topology is love, Topology is life. I want to marry it. I love it. Quads get me going inside. They -

    Ok time to cut it off there :p

    For years I've been searching on my own for how to achieve that, and while in private I've kinda called it rubbish, it really isn't and is actually quite good... Even if it's not 100% where I want things to be, and I still have some difficulty managing larger projects (High to low poly workflows still elude me for bodies, but just baked down the chassis and it turned out pretty good, though not perfect.) My biggest problem comes from trying to figure out where my low poly meshes are coming from and managing that, especially for the body itself, which is why I don't do a ton of High to low poly baking on my shells.

    I only recently started getting entirely comfortable with modeling in quads, and my discovery of the loop tools addon earlier in 2022 really, really helped my modeling substantially (Seriously I went wtf when I finally found it, I had been putting so much stress on myself for no reason at all for things like integrating circles, spacing edge loops, etc. Quads just feel natural to me now, and while it's tough around the wheel wells at times trying to find the perfect setup, when I do it just feels awesome. Great reflections, edge flow is good enough I can add/remove edge loops as I need to, etc.


    I'm currently spending most of my time on the chassis, since this is going under effectively 2 cars, this needs to be right. A solid foundation makes for a solid mod, and that's exactly what I'm going for.
    Nothing else will go in-game until the chassis is on par with official content (Rolling chassis wise anyway, obviously things will need to be changed/adjusted as I add things.) Too many problems on the old mod were due to issues in the chassis that were impossible to fix with everything on it. Paired with very poor planning on my part and yeah, it's no surprise it ended up in development hell.



    Also, please respond to the DM I sent you recently, if you have time :)




    Sorry about any of the typos/issues in the OP btw, I spilled my coffee on my mouse, and the mug just happened to hit the mouse button that was over the post thread button while I was halfway done writing, proofreading, and editing it... Yeah... Run on sentence IK but that kinda upset my mojo and has put me in panic mode to finish the thread and respond to your comments asap (Since you can't delete threads.) The spill ruined my morning for sure but thankfully I have a backup mouse and wasn't entirely that far away from completing the thread anyway lol :p Sucks that the mouse was new (Just got this G502 to replace my old one,) but oh well.


    This week's plans are focused on getting the chassis entirely in-game, JBeamed, and textured to serve as a solid base to build off of, then I'm going to start cranking harder on the body and interior stuff and start getting ready to get that in-game.


    Sorry if I missed anything, I haven't had to write long posts like this in ages and it does take a bit of getting used to, especially if you haven't been writing stuff like this much. Give me a week or 2 and I should be back in shape writing-wise :)
     
    #10 Driv3r1142, Apr 20, 2023
    Last edited: Apr 21, 2023
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  11. mustangporsche67

    mustangporsche67
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    Cant wait! I loved the old vendetta, and im pumped its getting redone!

    That being said, will you do a late facelift (early 80's) for this version too?
     
  12. Jator550

    Jator550
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    I know this is still far off, but when this does eventually release, will the version on the repository still be known as the Gavril Vendetta or is it going to be called something new?
     
  13. Driv3r1142

    Driv3r1142
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    The plan is to still use the old name there, and have the real badging and whatnot on the forums. But hey, new project, who knows, things can change... For now though, count on the lore friendly version still being the Gavril Vendetta.




    Progress update.
    Last night I came to the conclusion that I needed to bring the C3 back to the studs again so to speak, there were a huge number of issues and accuracy problems that just couldn't be easily fixed any other way, I wanted to take another swing at getting the insane amount of edge loops under control, and try to eliminate as many triangles as possible around panel, light, and window cutouts.

    Thankfully I've done this so many times that I've finally (I think) figured out how some of the difficult to interpret areas (Fender to core body transition, wheel well flares, etc.) flow topologically speaking, and given I had a backup (Always make backups of the project you're working on,) I was able to quickly go back to just before I cut out the panels, rip off the problematic portions of the shell and redo them.


    My progress so far;

    4c8d4e8b0c1f03302fe507bd821f2c10.png a20dc28d81646a9b4cb0ae9df8f5283b.png

    Second image, previous shell's on the left, new one's on the right


    It's hard to tell but I've finally gotten some longstanding shape issues fixed, like finally nailing the reflections and shading pinching at the points where the fenders meet the core bodywork for instance, exaggerated slightly with the matcap for visibility, fixing the curvature of the cowl, adjusting the height of the rear fenders, adjusting the beveling, etc... All of which were throwing off everything slightly in terms of visuals on the previous shell.

    That being said there's still a lot of work to do, and I'm not entirely done adjusting the shape yet... Once I'm done there I'm going to work on figuring out a better way to join the A pillar to the rest of the bodywork... IRL it's kinda floating, but in reality it's part of the underlying Birdcage, and is covered by a trim piece. The 68 and 69 vettes look like they have trim covering the gap between the cowl and the windshield, which may provide an easy way to bridge everything, but I still need to do a bit more digging (This area isn't exactly photographed much, making finding references a bit of a chore...)





    Finally, to clear a few things up about variants...
    I'm planning on one C2 shell and one C3 shell to start with, so no mid or late year C3s, and no convertible C2 for the initial beta. While I want to do them later, they must be treated as separate shells to the extent of the body changes (Entirely new rear clip and roof for the convertible models, and new front and rear clips for the mid and late C3s.) Which means they will also have their own UVs and materials.


    The C2 shell will initially be primarily a 63 split window, with a few features being from later models (Basically whatever ends up being easier to model or looking better.) C3 is now going to be a 68-69 body, with the early side louvers and no integrated mudflap (That was added in '70,) since that's what my prints are of. You can probably also spot my previous attempt at doing the '70-'72 lover design on the previous shell, and while it looks ok it ended up being too small and just looked weird.

    Eventually though (After initial beta) I want to add in some of the smaller bits so one can recreate any model year they wish, but again, given how many of these subtle changes had drastic impacts on the shell, they'll have to wait until later.


    IMPORTANT, TL ; DR; A new, updated C3 shell is in the works, Mod will only feature one C2 and one C3 shell variant for the initial beta, and the lore friendly repo version will still be called the Gavril Vendetta.


    Stay tuned, I'll try to post another progress update tomorrow or Monday :)
     
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  14. flyunox

    flyunox
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    can you make the 1977 or 76 corvette too please?
     
  15. General Lee

    General Lee
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    Wow this looks sick can't wait to see more
     
  16. TMccanna

    TMccanna
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    theyre all the same body shell with different changes for fascias and whatnot so should be possibly. one thing i wonder if will be added is the 82 collectors edition which had a hatchback exclusive to that model
     
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  17. Beanos7

    Beanos7
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    What engines do you plan on adding?
     
  18. flyunox

    flyunox
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    yeah i wonder tho
     
  19. nortenho

    nortenho
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    its an dumb question, i know
    @Driv3r1142 , can I do a rework on the old Vendetta remaster?
    if yes plz dm me on discord ( freddy_florzinha#2685 )
     
  20. Porsche928Fan14

    Porsche928Fan14
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    I Can recreate neil armstrongs corvette now i may have a sort of boomer view of this but he was a true hero i'll say that and he drove a C2 Stringray,coolest guy ever
     
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