I have invested way too much time already on this project, I am determined not to cancel it. However with my current life it is almost impossible to get any time to work on this, specially as I am (unfortunately) not able to focus well on something unless I have peace of mind, so I cannot make any promises as to when. I really wish I had more time for this as I really enjoy it. Anyways, worst case scenario, uni ends in June. Btw, the new devblog has given me helpful hints regarding workflow and has motivated me, although I must say I find the front-end of the new Vivace quite ugly in its cheap version. On a side note, there is a good reason I don't have much time for BeamNG mods: I am working on a real race car. And the project leader has suggested that we could try to simulate the car in Beam before building it. I don't know if he actually meant it, but he sure said it. So yeah, there is that. I would not do it until finishing the Miramar though.
It is not strictly race-car as it will be street legal, but it is meant for trackdays. It is not a formula though, it is a spaceframe V8 coupe. But it is not mass production. My uni doesnt participate in FS unfortunately. EDIT: I'm going to call it on hold until Easter, as thinking I will have time before then is just fooling myself.
Sorry for da bump but how are things coming along? Any progress? I hope that all is well with you and your family during this interesting time. (I'm aware of his last message but a lot has happened since so I'm curious)
i have a lot of catching up with uni (tons of assignments) to do, but if the corona quarantine extends to the end of the semester then I might actually have time to get on with it before June. Would be nice indeed.
Update 26th March: I have been thinking about how to tackle this project. I've never done a mod this big and it might have been a bit too big of a bite. I was working without too much of a clear strategy, and that was very frustrating. Although I have not posted progress, I have attempted several things since the last update, but without success. Mainly regarding materials and jbeam. Therefore I think I should re-do the whole model, but actually making it as a game model. As you probably have realized the model has way too many details and it has tons of objects and polygons. The textures are a mess, there's a ton of them. Trying to reorganize that might actually be more work than remaking and making the textures in-game ready as I go. This is what happens when you're not sure about the design before making it and you have no experience with game texturing or jbeam. Also, I am seriously considering using ETK K-Series jbeam for modern car safety, as modifying the miramar jbeam was really difficult (at least to get those results). As for when I think I can do this? Hopefully I can *start* mid April. But worst case, I want to establish July as a deadline for a first release. With all this coronavirus thing Uni finals might even get postponed, but I'm itching to work on this as soon as I can. If any experienced modders have any tips for strategies to work on this, I would really appreciate to hear them.
if you do restart this one can we get a folder of renders for wallpapers of the current since its so good looking?
That sucks dude, but good that you admit the problem Basing it on the ETK-K would make sense. You can change a lot of things from there. As for strategy, me and some others reccommend new modders to start small. This to understand how a jbeam works and discourage people from moving nodes to fit things. If you have a little understanding about the jbeam and how it works, it actually becomes really easy to do just about anything. The hardest part of a vehicle is probably the chassis and suspension. The other body panels are straightforward and don't influence that many things as the chassis. Maybe try to jbeam the chassis first, then the suspension+powertrain and then worry about body panels. And when that is done, the eternal cycle of improving things starts For the model: It is probably faster to (re) model the whole thing, texture it and make it ready before putting it ingame, but if you are like me (more technical than creative), this is hard to do.
Yes. But if done right the game model should look at least 90% as good. Rendered in Blender it should look equally good. Thanks for the tips Blijo huge fan of your creative mods I will try that then. Once the avalanche that this uni year is being ends Though I think for this mod in particular my ""short"" term objective will be to just have it working and looking good. And yes, definitely going to remodel it. Once I actually know what I want it to look like I will probably be able to make the whole model a lot cleaner and more poly-efficient. And I really must make the UV's as I go this time. Will try to learn Substance as well. So far I've messed it with a bit and it works well. But yeah I will have to test everything in small scale first before attempting to actually do the miramar. Seems like you guys do recommend basing it on the K series so I will try that then. Good opportunity to learn more Jbeam And now back to study...
Still alive! As you may have noticed I have used the Easter holidays to get myself back a bit into modding. As suggested, I'm doing some small mods that are actually just tests-practice-warmup so I can finish this project this summer. I have a ton of motivation as of now, however, the final stretch of my Uni course is starting right now, and it's the hardest and most intense one, so not much will happen till it ends in the first half of June (if I don't fail anything, but that would be a first in history). Really itching to work on this, but I want to test and perfect texturing (don't have all that many hopes for being good at jbeam lol) before starting on this, because I want it to look as best as it possibly can. Cheers and everyone stay safe during this time! PS: the render doesn't have anything new, and in fact there are some mistakes, but I don't think I uploaded it before, so you can have it