It's amazing. But I'm scared it won't deform nicely without a lot of nodes! I guess it comes down to where your priorities are on smashing vs driving vs visual appeal
Yeah I'm afraid of it too, except for the engine the rest of the details should deform along with the body so shouldn't be a problem I think. Anyway, I figure it'll be easier to simplify things later than adding geometry. If it comes to that, I'll just remove unnecesary parts or reduce polycount where needed.
Love it! I had been looking for a mod where the creator is more for quality, rather than quantity. Looking forward to this mod!
Thanks guys, though there will be no beta test on this one. Seeing what happened with the Nova (tons of videos with different versions around, and uploaded betas to other sites), I'd rather release a complete version. As far as updates, none so far, but I might have time to start working on the interior in the next couple of days.
I think this will deform nicely. Just with a good jbeam it should. God man I'm crazy about details and the level of detail you put into this is stunning!
I'll try to make the jbeam as accurate as possible, we'll have to wait to see what happens with the editor that's being included now in the experimental release, that'll make things easier I hope. As far as the modeling goes, I'll post an update soon. Didn't have much time to work on it but I've been doing the boring interior stuff (floors, panels, closing gaps, etc.) but I'm close to having something to show.
Not a lot to see, but here's something: The interior it's still missing some parts. Trying to keep it simple, while keeping an eye on the topology for deformation. Lots of details will go into the AO and normal map, mostly door panel moldings, seat upholstery and dashboard details to save some polygons.
That's looking wonderful! the polyflow is perfect, and I'm very sure it will deform without errors. The interior is just as good as well, so there should be no trouble there. One thing to keep in mind with the interior is that you will be looking at it rather closely (when in cockpit view), so don't be afraid to invest plenty of polies into it (to be honest, extra polies are not rewally a problem at all, it's all in the flow). When normal mapping, you should use the map to compliment the details, rather than substitute them. By that I mean you should do things such as the grain in the plastics with a normal map (that way you get the lovely specular effect), and use geometry for defining indents and fixtures. Here's the geometry of the interior of my Trueno, which is the amount of modeled detail you should have (or a bit less of anything) Another good example is the Sunburst. it has good usage of normal maps and geometry, and as a result it looks excellent inside. Your current progress looks very promising, so your results will surely be beautiful.
Sure, I get your point. Small details work fine with normal map + AO and diffuse, but things like the glovebox, need to be modeled. That interior looks really good! any chance to see the triangulation? I'll probably have some time this weekend to put more work into the Prelude. Once I get the interior done that'll leave only small details to finish, and should be ready to go in game to work on the jbeams
Yeah, that's the just of it. If you want to get a better idea, have a look at the DAE files of the official vehicles My interior does not really have any triangulation yet (it's mostly flat planes). Anyway, the geometry should be grid like, mainly for good shading and also deformation (in particular the door cards, they should have polyrows the same as the door so you don't get clipping (i.e the door deforms as one)