With only 9k in the body I don't see why that's not possible, you could probably keep it under that if you really tried.
Looking such a fantastic car. I'm loving the fact that soo many people are getting stuck into making mods/addons for a game that isn't even out yet; Just shows how optimistic the forum is about this sim/game/epic code.
Thanks!) it's actually my first car) - - - Updated - - - Now got this, make wheels bigger to make it looks more badass yes, it's now 18k polys only because of wheels BUT! i made them extra smoothed specially because gabester said, that low-poly wheels give horrible behavior of the car, so i decided to make my beast (yes beast) more enjoyable to drive, i don't think that these wheels will causing too much lags and i still can keep full car around 50k, so don't panic)
I like your progress, the rims look good. I did notice some shading errors on the bottom of the bumper though.
TBH The model is not much clean. Not only for the uber number of cuts and loops, but also the vertices not being alligned. I made a fast example. You can remake the front with less than the half of the cuts you have atm. Also see how them makes a smooth curve? That's called polyflow, the smoother the vertices makes a curve, the better the result is. (imported from here)
Yeah Thanks for the critics, but, you know, if i will make it how you showed, the hood will loose his form and aerodynamics features and the edges will be too rough, plus, i started the interior and made regrowth from my existing mesh, so it's too much to remake and i think more detailed mesh isn't bad (isn't it?)
It won't loose much details if you place the vertices right. Your model has too many loops at the moment, getting rid of most of them won't hurt the model, and it will look less "lumpy" (as Gabe would say)
Ok, i will see, if after exporting it will be "lumpy" and eat FPS much, i will remake it, if not, i will not)
I don't need numbers to see that you really could do with way less polys at many places. You could make the wheels square and it would work as long as underlying N/B structure has enough nodes. I thing that using some distance dependent welding tool would make the job easily and quickly. There are many useless polygons. The bonnet is mostly flat and you rarely see it such an angle that it would make the car's silhouette. With less polygons you'd be able to make the shape clean, which gives you clean normals, which gives you clean shading, which is more important.
Don't worry, if i will make my next vehicle it will be much cleaner, i found great tutorial which i will learn many useful features)
It looks good. I respect you for finishing it. I started a highlander a few months ago. I started with the hood and i just couldn't get the curve of the it right, and I just basically lost interest. Haven't touched it in months. Maybe i should try again. Anyway, good job.
Uh, the mesh itself doesn't affect how a vehicle in BNG handles I can guarantee you. It's the exact same as in RoR where the aerodynamics, wheel rolling, etc is all based on the NB. The mesh is purely visual. Also, I would suggest that you make an underbody for it, as well as suspension, axles, etc.
Thanks you guys! i'm really glad to see, that you enjoy my work) thanks)) P.S underbody is ready, not so much detailed, but it exists)