Thank you, appreciate the kind words ![]()
Yeah, at first glance might’ve seemed abandoned however a rejected determination for an ongoing liability compensation claim I’d initially submitted in January 2022, was received shortly after I posted this project which kinda sucked oxygen outta any motivation too continue. Although in recent months through a drawn out process of appealing the decision, a final hearing scheduled for next month with everything crossed may hopefully find at long last, in my favor.
Anyway back on topic, began earlier in the new year to again work on it. At the moment modifying the geometry from an explicit subd base mesh too a mainly non destructive low poly object via Blender’s modifier stack i.e. weighted normal, bevel, edge split…etc since I intend too implement a rounded edge shader workflow whilst final output will eventually be rendered out in EEVEE.
And in answer to your question, tracks were fairly straightforward to model. Simply sketch a bezier curve representing a path the track will follow alongside a weighted bowing affect, when animated then via an array fixed number of track link once complete:
Update 1
Additional secondary hull detail front, rear and top engine deck
Current Object State:
Non destructive low poly wireframe






