You dont need to make it toooo low poly. Look at the other dev cars and try and match their topology and poly count for each part of the car. You want it to be high enough poly to still look good.
I see. I just imported a 3D model of Lansdale that I had on my desktop. I found that the vertex density is much higher than I expected, although the parts are different sizes. Thanks for the advice.
Exactly, there must be a balance between quality and optimisation. Too low poly and it'll end up looking like something made out of paper, too high poly and it'll end up bringing even an RTX 4090 down to its knees.
I don't know yet because I don't understand how to make a hybrid car with BeamNG.drive. It could be engine only or it could be a hybrid, we will consider this again when JBeam is ready. --- Post updated --- How about this much density? (although the bottom right is a little concerning) --- Post updated --- Current 3D model status: --- Post updated --- The first old model is this one. The modifiers are the same as now subdivision surfaces are removed. And 30 degree smooth shade. The current one tends to be cleaner so far. Maybe. Old: New: We will continue to listen to your feedback and make improvements. (Not all feedback will be accepted.)
now thats starting to look alot better. Dont be afraid to go a bit more dense in areas that you need more detail. Take a look at the hopper for example: You can see the main bonnet (hood) has a similar density to your model but around the rounded side of it, it gets more detailed. As long as you dont use that density everywhere. Kind regards