*Downloaded this model from Sketchfab. Base Model and Normal map by Karol Miklas:
https://sketchfab.com/karolmiklas
My modeling with the Tug Boat goes slow and I could not wait to continue doing some surfacing on something... I found this excellent low-poly model and could not resist starting to work on it. I wanted to give a go to Quixel Mixer with his new Smart Materials and after some ID map baking and some model and normal map tweaks here and there, I finished doing very basic work in Mixer and went to test the maps in Blender as fast as I could. I did some flew details/patches in Photoshop, what it is something I would like to avoid as going back to the maps in 2D has been rendered already in the past as not a very good idea, seems best to do the 99% in Substance or so... In any case, I want to add more 3D details to the model and model the interior also so I have stopped having fun with the few lights and volumetrics, it is time to continue the thing...
I really love Eevee render, it is so neat for any look dev or even final representation :]. It is a playground for anybody interested in surfacing or lighting.
Finally, I put it in-game inside DCS, as this was also one of the goals; to create/share a Ridged Template Blender Scene that can be reuse to get vehicles in-game without struggling with the "tricky" rigging process and Quaternios rotation animations.
I will like to continue with the model and surfacing, maybe create an animated human driver, and add some props inside. But, I think, I will leave it like so for the Example/Mod for DCS as I think the script functionality and the rig template do achieve their purpose already.
Here the rig with the Animation Actions and the Arguments already set up.
A little video showing the van "on the move" :]. The "Swinging" movements might be a bit exaggerated, but tweaking the rotations will not be a big deal.
Worked a bit in the destroyed model, this time I struggled for a couple of days to continue with Mixer, but the performance in my little laptop is really bad and also kinda buggy sadly. Finally, I went back to Substance and "finished" the job in 20 minutes... Changed that pointy finishing of the glasses as they were too cartoony.
In-game Shot. Destroyed model ready and almost there for the release, not satisfied at all with the surfacing but you have to know when to finish something and keep going.
This one just for fun... It does remind me a lot of MudRunner... :]. Indeed, if at so point I feel more comfortable with modeling I would love to tackle a Mod for SnowRunner, as I do like it and supports all good stuff like PBR, has beautiful environments and textures, and... has direct *.fbx implementation. These guys really know how to please modding community.
Finally, I managed to put all together and release the tutorial and Mod/Example files. Feels good every time a project is finished :]