Interior update: I have been carefully inspecting my reference photos and this is as far as I've come. (Beware: I don't work that quickly) Sources (So you can point out where I've gone wrong): From a friend: BTW: screw those click here for full-res things.
IRL, you gotta be shitting me with those intrusive wheel wells!! should mean some really good cabin deformation, ie. left leg damage, and left knee carnage etc. Looks absolutely gorgeous...Noticed the steering wheel is a bit high poly, may make it less round, like 8 or 9 sided with less segments, maybe 24 or 28 around...looks like a lot currently. otherwise poly flow looks maddeningly good!!
Steering wheel should be at least 40 segments, with 8 segments for the cross-section. Remember, it takes up about half the screen in the interior view.
Looks amazing! I am curious about your render setup in the first post. I've just been using mental ray and fumbling about due to inexperience, my chrome doesn't look right nor do my attempts to have visible light sources.
My render scene is actually just the defualt render scene that comes with 3ds max student edition. It's called "studio_scene_share.max". I deleted the object being rendered in the scene with my own and then all I did to the my car was apply the default materials that came with max for the mental ray renderer. About the high polyness of the steering wheel I mostly based the amount of polys on how much there were in the moonhawk model. I also realised that as it is in your face when in the interior view it should be high poly.
Hey sorry for the long wait, been a bit busy not working on the model. Here is the current interior progress. I feel the front seats are incredibly bad, might redo them entirely, but then again they aren't exactly done yet.
Dude the car is looking awesome, I would advise you to make the seats stick out a bit more. This might help you: And if it's not asking too much, could you make an sporty seat kind of this: (LeMans Seat)
Thanks for the response. Here is what the interior of the car looks like: The rear seats look like thy are only there for decoration to me. The front seat is a bit funny but I'm sure I'll be able to perfect it. Once I manage to complete the project I'll try to create 2 extra versions. One rally and one sport. I'll base the rally model on this: I have nothing planned for the race version yet. Will probably be with replaced engine or so.
Can't wait till its done, it's an really good looking car. And I see that you are able to make this car gourgeous, so make us proud! oh, and one more thing, it's just an idea for the sport version... I think that some Watanebe wheels will be ideal to give this car that sporty look!
I haven't seen this thread until now. Holy smokes that model is terrific, definitely waiting eagerly to drive this!
I will do the wheels for the sports model, thanks for the suggestion. Just a quick question: Does the model need to be unwrapped for it to work properly? I see that all of the models already in the game are unwrapped so I was just wondering if I had to.
Thanks for the reply. Just a couple more questions: 1. How does this bend? when I took the photo the flash was on and just cut it off, the same goes for 2. I know It's some sort of fan or something but I'm not truly sure of why it's there and what it does. 3. On a bit of another note, does anyone have any good tips to modelling the engine and the rest of the engine compartment? Keep in mind I've never modeled an engine before and I'm not to sure how detailed it should be. I've got some of my own photos and this French forum I stumbled across seems to have a battery of photos as well: http://copper-mt.com/thread/automobiles-mythiques-exception/section5/347640/10 And that is basically it.
I'm no expert, but I think it depends on what you're going for. You can either do a good basic model, one with all of the main details, such as the shape of the engine and large connections, or you can do a more detailed model getting more of the smaller details while not using too many resources. A good example I've found for a detailed engine is iRec42's for the "Mercedes-Benz 300 SLR Uhlenhaut Coupé"
Absolutely brilliant work mate! Take your time and release when its ready, don't let anybody rush you.
Hey just a quick question. When I import any of my models into BeamNG should press the scale button so that it scales up by .254 because I'm working in Millimetres?
BeamNG uses meters, so you shouldn't need to do any unit conversion. You might be off by some factor of 10, but that's it.