Here's the expected texture colors of the car after experimenting material colors and researching paint jobs and designs of steampunk cars. (Still working on the colors of the Interior and the Engine) Underbody parts like Suspension, Engine, chassis, etc.. are made from Bronze, Copper, and Brass to give a steampunk look.
Are you going to set up the body colour so it is static, because you could very easily make it changeable.
Most cars ingame are set up to use a color picker, this allows for choosing chrominess and brightness as well as an RGB value. Not very tricky to set up either. Take a look at how the official vehicles do it, they use a standard diffuse map with transparency where the colour goes, and a separate colourmap that is about 50% alpha that overlays the parts of the UV you want colored.
Thanks, I'll take note of it I've finished finalizing the colors of the Interior, and the Engine, now I know what colors i'll put when I start texturing the car. I think it's ready for a proper UV Unwrapping
This Looks Amazing. Do you have a release Date you're working towards? Also if you want someone to betatest or Troubleshoot, I'm here (i dont wanna betatest because of getting it early, but because i wanna help and i think i can be useful in testing. I repaired the VM and was working on the Bruckell eGran, just so you know im not taking shit)
I'm not really the biggest fan of the gold trim, (look who's talking,) but the car is coming along great, and if you like the gold, that's what matters. You're doing fantastic work anyway.
Here's some UV unwrapping I've been working on. Still unwrapping the Engine and Interior which is the difficult one. However I have an issue, I can't bake the separate UV parts together in one picture based on OffRoader's Blender made easy tutorial in UV mapping on newer versions on Blender but older versions work. When I bake it only bakes the selected mesh, I'll figure it out the issue but for now i'll do separate parts so that it'll be easy for me to combine them all in the future now that they're unwrapped Any helpful feedback/constructive criticisms are very much welcome! Here's the link of the tutorial
You should be able to pack the textures in a bit more tightly than that, say one texture for the body and chassis/suspension, one for the engine and drivetrain and one for the interior. Even if you have to use a 4K texture, its much easier to manage than many smaller ones.
Would there be like...those Appleton driving spotlights for the 1944 Propeller, Atlas? Something like these?