Custom vegetation is coming along well, materials and model are all made in blender, blender is sure a useful program.
Looking good! nice to see that you started to create your own meshes. Are you modelling after real world specs or just some inspiration from bridges and a bit of free styling? I made the sides of a bridge for our model train layout a while ago in blender to see how blender can be used in 3D printing. I think it was quite easy to make a correct structure and this might as well translate to prop design. I can imagine that creating the railing can be a bit of a pain in the trunk, even more when you are trying to follow the official guidelines on stuff like that to create a realistic model. On topic: No progress because I have so much work for uni that every minute of spare time is used to sleep
They're modeled as close to real-world spec as I can afford to / am able to. That's the idea, however, one reservation... It has to be decent looking and very functional, and not forgetting the main objective of a crash simulator - crashing! So things like ends of railings, embankment walls, rows of bushes, those all can be JUMP opportunities. I've hidden more than 1 jump in a row of bushes in my map, there's two or three in Kingston (Roane County) alone. If you could add a jump to something in a crash simulator, without ruining it or taking away most of the immersion, why wouldn't you (ends of bridge railings = jumps!). Definitely will put some Jersey-barrier* variations down here though, but post collision works well: While they're not true Jersey Barriers, I will be using a close cousin of that, the Constant angle barrier, which is slightly sloped all the way from bottom to top. They're much more crash-worthy.
Railing can be bit of pain, but with Array function you just need to make one small piece that can be then copied and moved as many times as is needed with Array function, saves a lot of time. Often you can get away by making a profile or kind of template and using some function like lathe, array etc. to save hours of work. Anything where form repeats several times is then quite easy to make when figuring out those helpful functions of the chosen 3D program, but it takes some practice to learn to use those functions efficiently, I'm still learning, whenever I have little time to spare. For example this was quite easy to make as I needed to make only one railing support, then just array and mirror all the other ones with few clicks. So many years I have done without those handy functions and now that I finally have realized how much easier it is to make such object it is kinda depressing to realize how many hours I have wasted and how many times I have gave up because of boredom of the task, when it would of been just few clicks, so maybe these ramblings can save someone few hours some day
Oh I know about these features, I was just reffering to the process of researching, drawing and modelling
Researching especially is taking so much time when aiming for accuracy /////////////////////// I decided to try to put Hatch motor into Hopper, very much WIP: Somehow I did manage to get it to show up, but it needs hoses and manifolds, engine mounts etc. Hours of work needed and I don't really have hours, but maybe if I do small piece now and then, like if I would not have other mods to work to :-/
now press a, then a again. then press control and L, and click on "modifiers" in the menu that should pop up
make sure the object with edge split on is selected by right clicking on it, then do what i said above the menu should look like this:
Alright, now it works. I was pressing "I" instead of "L". It does not appear to have done anything though.
If you followed my instructions correctly, you would have selected the body which has edgesplit applied, then pressed A to deselect everything, then press A again to select everything, then CTRL + L, then click on modifiers, and it should put edgesplit on all of the selected parts you should notice the car looks smoother and has less "dark" spots before edgesplit: after edgesplit:
Done some modelling. I think it looks much better now. I'm also thinking of just calling it the 1989 Grand Marshall or something 1989 would mean it only sold for 1 year, but any earlier and this car wouldn't make sense. Also @Kingcreeper is making a burnside gm-based car already