I’m curious if there will be any boosted options for the engines? Turbos, superchargers/prochargers? Adjustable rev limiters or EFI conversion - drag transmissions/suspension? Either way it looks really good and I can’t wait to drive it
Holy crow this looks good... When I first saw this, I wondered why you posted a photo of a real engine xD
I've never thought i would see such an amazing slant six for beamng drive, specially for a 70s charger, I'm really excited about it
Probably no turbos, I'm not a big fan of making them. But other customization yes. Superchargers, custom internals, custom exhausts, ITBs, Weber style carbs, drag parts, coilover conversion, etc.
Any 'Wide Body' kits to go with the Drag Parts....a possible custom Pro Street Show Car if you will?....just thinking out loud
Sorry if I missed it, but will there be a tubbed body for a '70s Pro Stock drag build? A paint job like this for it would be cool, too.
LA V8 318, 340, and 360 Not a full custom tubbed chassis but there will be slightly wider tubs, to the frame rails. This car is so wide from factory it doesn't need a kit, even 14" wheels fit with a bit of clearance.
Yeah Engines 318, 340, 360 383 2bbl, 383 4bbl, 400 2bbl, 400 4bbl 440, 440 Magnum, 440 Six Pack, 426 Hemi
Did you find a sweet spot for the polycount on detailed parts like the engine block as a balance between performance and realism? What do you aim for normally? Especially with round parts like pulleys and pipes, of which an engine has lots, the count goes up quickly...
I don't have a polycount goal for engines, but I do prefer performance over excessive detail. You won't often find the engine outside of the car so I focused mostly on the intakes and the front, the sides of the engine and areas under the intakes and exhausts are low detail. The pulleys are low detail but they're usually spinning which will hide it, all the wires are 4 vertices around, tubing goes from 6 to 10 depending on their size, and the exhaust pipes are all squarish so they're easy to keep low.
And do you bother to create higher resolution meshes with more details that you bake down? Or do you then just leave those details out?
The ones pictured are the high res ones, I haven't baked yet. I didn't want to go overboard on the details so it will all fit better on the UV map. Usually I end up squeezing it all and getting bad aliasing and unreadable text, but I wanted really clean textures for this.
Thanks! And bevels ftw! the secret to realism few are aware of. I do sometimes get frustrated with all the little annoying irregular engine part shapes. They take a lot time sucking fiddling with topology to get right.