The thing is most I have done now is a lot of tedious technical modeling stuff. Because when I made the model first, I took a lot of shortcuts so it looks good from a distance. So I've been going back on the weekends and updating the mesh. It's als important to have it properly done, not just for the game, but also to have the parts all be interchangeable and still look correct. Anyway, lots of talk, not much show, haha, I'm aware, I'll post some shots of some details when I get home in a couple hours.
Here are some visual changes I made last weekend: This connection in the cooling system was still missing before Added detail to the spark plugs and distributor Made the fender properly shaped, as before i had this closed and it was clipping through inside Made a lot of the curves have more polygons so they appear rounder, before everything was a little bit too angled. Just small things as you can see. Lot's more tweaks to do to get to realism, but most of those will be texture details. That's still to come.
The model looks really great! I'm excited to see how it drives! Do you already have a sound for the horn? https://freesound.org/search/?q=old+car+horn
Damn i just realized, If i made the mod quicker, that T might have been spared as he could have satisfied his urges in BeamNG instead of real life...
Just ran out of money buying mods so now I have to save for this! PLEASE keep up the amazing work its just awesome!
Which is why I'm doing my best to find the right balance between high detail and low polycount. Lot's of mod creators don't actually think to much about triangle budget, and they either make too little detail to not have it be too heavy, or they put in all the detail without regard for performance. But getting this right can be quite tedious, and not as fun as making all the big visible shapes. I think about things like, how many points do I give a circle to have it look round enough at a good distance, with as few vertices as possible. I want every mechanical part represented, even if it's sometimes just by a cube shape. If I make all the parts properly modular, I can make the car very customizable/tunable, that will be a lot of fun for everyone!
For detail without modeling, like on flatter surfaces, try to play around with normal maps (I think that's what those are). Basically 3d-looking textures without actually being 3d, made possible with clever shading
have you seen the Hank model 8 mod around here? its another prewar 1910s-30s semi truck that is also really detailed