Tuesday, June 24, 2008
Slow Times - 908 in progress
Saturday, June 14, 2008
LMP Clean-up
Monday, June 9, 2008
Jaguar XJR-11 Model Done
Thursday, June 5, 2008
Jaguar XJR-11 Model Started
Tuesday, May 27, 2008
Completed first Spice
Next up the sister, 22 car, just a clone basically then the 30 and 40 cars. They do not have the skirts so I will be deleting that aspect of this model. As well they are a bit different, as I said before this is a bit of a comprimise in design. Hey, squint your eyes they look great.
Wednesday, May 21, 2008
Spice SE90 Mapped
Wednesday, May 14, 2008
Nissan's all done.
The other thing I did was to use the original maps and graphics for the model. I was concerned that the "double rendering", (by using in game screen shots), was causing a change in the colour of the car, shading it too much and darkening it up. The results were better, but not great. The shape is better, less abrupt, but there is still noticable transition from low to high res.
Colour was more interesting because there were still differences in the colour, although they are the same original value. I am guessing that the rendering game engine has a different process for the low and high-res. Probably a simpler one for the low res. You learn something every day. The extra, hour or two is worth it, but again this is a very old gaming engine, you can't expect too much.
In game there are now 13 cars running, and I am not seeing a perfromance hit yet on at least my test tracks. The game can handle 16, within the original spec's of the cars. It has been modded, so that some tracks can handle as many as 24. It gets a bit flakey after 16 on some tracks so my goal would to have 16 performing, additional is a bonus. I have at least 10 more cars I would like to see in the game, but we will see how it goes.
Monday, May 12, 2008
Nissan 23 Completed
Tuesday, May 6, 2008
Porsches Complete
Tuesday, April 22, 2008
Mapping and Objects
As well, interestingly, with a lot of random piddling around found a transparent feature built in to AC3D. Couldn't find it in the documentation, (RTFM), and the forum just talked about using transparent gifs ... ikes. Well I found the option in the texture properties. I successfully exported to zMod but now am stuck at what advantage this give me in the process. Remember I am building for an old, cult game. This may be great for rendering, I will find out whether it is I suppose if I ever go there. I export in multiple files, but zMod dosen't export transparent properly, I have to go to an earlier version for the transparent parts anyway. So it is nice to have it integarted inot the overall process, but I don't know if it will save me anything.
Motorheads will notice, in the graphic, I have built optional skirts for the 90CK to turn it into, in my mind anyway, the 89C. It will give me options for variations.
Tuesday, April 15, 2008
Spice 90SE
Monday, April 14, 2008
Nissan Model Complete
Tuesday, April 8, 2008
Nissan 90CK, A start
Sunday, April 6, 2008
Porsche - Construction
Wednesday, April 2, 2008
Porsche 962 - Short Tail
C11's Complete
Friday, March 28, 2008
C-11 Paint
As well, some things like the little running light on the front fender or the exhaust protector on the side could have been modelled in 3d. They would be interesting details, but more poly's. I have a suspision that these may not be the right details to economize. But practice will tell on that.
Thursday, March 27, 2008
Wheels
Problem 1, the game engine simulates wheel travel as the car goes up and down hills, brakes and what not. Cute little feature that some geek worked on for months I am sure. Unfortunatley the fender profile on the real cars is such that, (where there is virtually no wheel trave),l is too low to accomadate the wheels. I have to raise the fenders to accomdate it. A pain, and makes th emodel less accurate, ya its tiny and you don't notice, I guess I will have to learn to fudge the fenders earlier in the process. The bmps are a little distorted now and I am not going to go through that process again.
Problem 2, when fixing 1, you can only see results "in game". Makes small adjustments pretty labourious.
Problem 3, choose the wrong wheels and they don't fit the width of the fender.
They are only problems because I haven't taken the time to create a full set and clone them as I need them .... take the time, get prepared, planning helps, (damn it).
Tuesday, March 25, 2008
Toyota's Done
Noticed, when i started the model a year ago I modelled the Lemans style gurney flap, which is different that what was used in the championship round. Pretty tired of looking at it so, that's the way she stays.
Monday, March 24, 2008
C11 Mapping
Thursday, March 20, 2008
Mercedes-Benz C-11
Monday, March 17, 2008
taka-Q Toyota 90C-V
I will be working on a second "DENSO" liveried car for the game. No model changes just the "painting" of the bmp.
Tuesday, March 11, 2008
1990 WSPC
The Toyota's, (warts and all), are well underway, as can be seen in preview. I plan to do the 36 and 37 cars prior to release ... somewhere.
Planned
In the "paint shed".
2 Toyota's,
Modelling complete, mapping to be completed
2 Mercedes C11's, new model, model complete started mapping.
4/6 Porsche, short tails. A variant on "Weeds" car, (with blessings). Detached tail variantion was used commonly everywhere but LeMans. The modifications are complete, just, (just...yikes), have to remap model.
2 Spice SE90C's, modelling done.
Model layout started.
2 Nissan 90CK's, just starting, going to use it as a model for a process segment of this blog.
No work as of yet.
2 Jaguar XJR-11's, again, the non-LeMans cars.
4/6 standard, fin tailed Porsches
2 Spice SE89's, much different from the 90's
2 Mazda's, they only raced LeMans but I can rewrite history in my own little world.
May do some of the le Mans variants, we will see when I get bored.
Toyota 90C-V 1990
Monday, March 10, 2008
Mclaren Complete
Not the best, modern race cars are slab sided wedges, much easier to model. On a request, for a break, I deceided to take this one on. It's a 1966, Mclaren M1B. Now the problem with cars ofthis era is they were constantly evolving race to race in little details. very tough to establish a definitive model.
Friday, March 7, 2008
Tools
Forum
http://www.inivis.com/forum/index.php
Product
http://www.inivis.com/