Minor update: I am quite deep into modelling chassis parts as well as sourcing chassis parts from stock models to save some time. I don’t intend to do macro close-ups of this part, and they won’t be on screen for more than 5 seconds, but it still represents a lot of work, especially as this all needs re-texturing before lighting and rendering.
Even if I don’t use much of these stock models, they are a useful reference and starting point for some parts.
Main chassis taken from a Subaru Impreza WRX model included with the
Launch Control car rigging add-on, Will adapt the tubular parts to fit the silhouette of the Mustang and try to use the wiring looms, which I am worried may take more time to adapt than just to remake.
The dashboard on this is detailed at this distance, more than enough, but I need to take these elements and adapt them to my work in progress Mustang parts (see below). I like the steering wheel from the Subaru as it is 90s ‘modern’, not saturated with buttons, dials and screens like a car from 2024. A nice stop-gap between '65 Mustang and now. Things like the basic foot pedals will need remodeling, and the wheel needs something where the parts connect, as they are just overlapping geometry.
My own adaptation of the Mustang dashboard.
My own radiator models to fit my modernised custom Mustang
Taken from a
Porsche model on Sketchfab This is unfortunately in tris not quads, so I will remodel a lot of this most likely. Namely the nice door parts of the tubular frame and the netting.
Another view of that Porsche netting.
Also an update to tyre, with a retro-themed Goodyear logo and overspray (still unsure about using a yellow Goodyear logo). I have updated the rim shader to include some edge detection wear-and-tear, which are some nodes I created when developing the shader for the dirty abandoned '65 Mustang seen in the last post.
The nodes for said edge detection with wear, it is more visible in the shots of the car body from the previous post. The grouped nodes are roughness images from the
Realistic Touch add-on, you could use a noise/voronoi/musgrave or whatever you like in place of these.
Personal note: The Realistic Touch add-on is fine, however it is essentially a lazy-mans go-to for adding preset roughness textures to the shader editor via the asset library. I still use my old library of roughness texture images.