- how would you do it?
Using blender. Although fully modeling a car from start is definitely weeks of hard work. Scrawl actually modeled FM car.
- is there a poly limit?
I'd say rather below 50k triangles total (but above 20k would be good). You can always reduce it, but surely it's best to target some amount.
- how much detail?
As much as possible, but check out other cars, eg. ES has a lot of detail, but some of it is baked in normal map (which was generated from high poly model, also difficult and time consuming). ES has also too many tris in interior, but it's ok.
XM, 3S, FM have too low detail if you ask me. But mainly because of no interior (I would very much like if somebody modeled it).
To check just start game and press F10 to toggle wireframe, use the upper left display to check tris count (2nd value) on eg. Test1-Flat.
- what types of cars are used?
I prefer mainly rally cars, from World Rally Championship, my favourites were up to year 2008.
But as you can see there are also 360, CT, and other typical asphalt racing cars.
- do you want more cars?
Surely. If someone models them, I'll deal with making simulation preset (.car) for them. But WRC cars are prefered.
- what size should they be?
ES is biggest and after export the Ogre, all .mesh files are about 1MB, and all textures 4MB. S1 has 2MB .mesh and 1MB textures.
- can I find the .blends or something for the other cars?
Only ES is in blendfiles repo:
https://github.com/stuntrally/blendfile ... er/cars/ES