The "What Are You Working On?" Thread

I would trade my punctuation skill for that car :D
g1gLhzA.jpg
 
Ferrari F1 and Ducati are supposed to have them.:rolleyes:
Personally I don't see the point in making free tobacco adds in simracing, we have had enough of them in real life.
 
Work goes on, not so difficult in the end modeling body.
Too bad, was a very guessing work, all blueprints are really different, also photos, pratically every birdcage car is different, even in body.
Maybe too much tris, but i suppose to gain some in interior ( i wish ) but i could simplify some parts.
44K tris. Car is even tot simmetric, so some more difficulties in work flow

1.png
2.png
3.png
4.png
 
Personally if it was me I'd try and model as much of it as possible as one surface, then split into panels later.

There is no right or wrong really but when its split early on you end up with very inconsistent poly densities around the model - which either needs a lot of cleanup manually later or just left un-optimised.

upload_2019-7-29_13-24-27.png


I prefer modelling essentially the 'silhouette' shape, ie the geometry of the car in its simplest form, without thinking about holes for grills/lights, splitting for panels etc etc. For those I mark it up with splines, model my silhouette to match then cut away those parts later on which results in a much cleaner and more consistent mesh density.

Here is an example
upload_2019-7-29_13-26-26.png


As you can tell it really is the simplest and most basic form possible, for more complex cars it'd be less simple but the concept remains.

upload_2019-7-29_13-27-12.png


Then later I can add/remove details as needed, whilst keeping that original consistent poly structure.

upload_2019-7-29_13-28-13.png


Again, not saying what you are doing is wrong, but just showing another approach which in my experience has proven much easier for me to get the end result I wanted :)
 
Simple but effective, nice work.

... I wonder if we'll ever see race cars with Vape sponsors
Had Alonso actually made the Indy 500, his car was sponsored by a vape company.

Unless sactioning bodies are going to outlaw vape sponsorship, I wouldn't be surprised to juul or a company like that on the side of a car, in the near future.
 
20190730004541_1.jpg


Found a little loophole how to make 3D modifications to cars without infringing on or posting any original Kunos .kn5 here. :thumbsup:

Wing courtesy of @Trawa#3727, from scratch of course. Stay tuned for a new version if this goes well. Perhaps in the future I will also model some parts for the KS cars I have made...
 
On the topic Arch mentioned, I've been working on something similar based on an idea Stereo had.
Screenshot 2019-07-30 02.50.09.png

Will reference the Kunos GT2 model but swap in newly modeled GT3/GTD spec bumpers, diffuser, wing, etc. Physics will be the usual IER public release but will likely utilize the extended physics features of the AC patch. ETA is far in the future; waiting on some more data and still have around half of the 3d left to do plus UVs, textures, and materials (though the latter two will be quick as those are normal IER responsibilities).

And no worries, it won't infringe upon the P13 because I'll be doing all of the modeling! :sick:
 
On the topic Arch mentioned, I've been working on something similar based on an idea Stereo had.
View attachment 317641
Will reference the Kunos GT2 model but swap in newly modeled GT3/GTD spec bumpers, diffuser, wing, etc. Physics will be the usual IER public release but will likely utilize the extended physics features of the AC patch. ETA is far in the future; waiting on some more data and still have around half of the 3d left to do plus UVs, textures, and materials (though the latter two will be quick as those are normal IER responsibilities).

And no worries, it won't infringe upon the P13 because I'll be doing all of the modeling! :sick:
So THAT's what those pics were about. Weird how it didn't occur to me as I'd been thinking about the same thing for the past few days, although I had forgot ext_config is this usable until Trawa mentioned it. I was just thinking how I could release an FD with a big wing. :roflmao:
 
Out of interest, will you provide kn5 patch files (Like the RSS F1 2019 front wing here on RD) or will you use Shaders Patch's feature that adds custom objects per skin? I remember someone (Gary?) teasing it before with alternative rims for the E30
 
Out of interest, will you provide kn5 patch files (Like the RSS F1 2019 front wing here on RD) or will you use Shaders Patch's feature that adds custom objects per skin? I remember someone (Gary?) teasing it before with alternative rims for the E30
I myself intend to do it via CSP's extensions function, so as to not necessarily interfere with vanilla users' experience. Although everyone should just DL CSP.
 
I remember someone (Gary?) teasing it before with alternative rims for the E30
That was probably me, would have been released but I didn't like the necessary folder structure to make it work. I think it works better with the current CSP patch version though so maybe I should go back and test. And yes this would be done that way since the mod will require CSP anyway.
 
It would need a physics replacement to change the wheel size.

You just replace WHEEL_ objects outright, new dummy in the extra kn5 with RIM_RF and RIM_BLUR_RF type sub-dummies (so it's not compatible with every car, only ones that use default blur objects)
 
I had the Escort RS1600 in mind. I'm no physics guy but if the 1300 or 1600 twin cam is mostly the same underneath I might try and change the basics to make an Escort 1.3 or 1.6 TC that can race with the other 60's group 2/5 cars. Model wise I think the massive wheels would be the biggest issue.
 
Yeah that would be no problem if you're changing the physics anyway.

CSP still doesn't load kn5s per skin in a way where I want to release the alternate E30 wheels unfortunately. It's just way too inconvenient to release a mod where half the files go in the content/cars/car/skins/skin folder and the other half go in extension/config/cars/.
 

Latest News

What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


Results are only viewable after voting.
Back
Top