Megalomaniak Are you constructing the mesh with meshdatatool and surfacetool or array mesh or are you using some csg magic for it?
It's plain ArrayMesh. The key vertices are arranged into edge loops according to descriptive parameters mentioned before and the mesh is then lofted each time there is a change in parameters. It's fast. There is less than 100 vertices in total, including symmetrical ones.
I was considering CSG. At first it indeed looked like a good idea. However, I figured with such low polycount, controlling it may be more cumbersome than fiddling with vertices directly. And god only knows what the final topology would look like, possibly complicating uv and vertex color handling. I'm also not sure if the resulting mesh can at all be plucked out of Godot's CSG system.
The main challenge really was to figure out the topology. I wanted it as simple as possible yet versatile enough. The final topology (shown in the first post) looks like an instant obvious choice. However I spent quite some time in a 3d modeling app figuring it out. Needed to make sure it can be reshaped into a range of decently looking car forms. I initially thought a much denser mesh will be required.
Thanks! It ended up looking and behaving better than I expected.
Erich_L Woo hoo that car is THIIIIIIIIIIIIIIIIIIIIIIICK. I absolutely love it. Probably a good time to make this part of the main project now? No? Ok, probably need to add procedural textures then. Turn some Perlin noise into dirt, scaling opacity 1 near the bottom and 0.08 at the top.
Not yet my dudebro! Still some loose ends to tie up. We'll see about the dirt 🙂