
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
Haven't found a proper blueprint, so I am using a pretty generic, (poor) one and going to have to eyeball the differences. This is one one my favourite cars, I have a bit of connection through a friend, with one of the Jaguar drivers and he always loves to see any Jag that I produce. (Don't they say, "Six degrees of separation to anyone on the planet"). The XJR-11 competed in the World Championship races, the XJR-12 was used at Le Mans. There are visual differences in the body but I beleive the engine was the key change.
Tuesday, May 27, 2008
Completed first Spice
Finished up the first Spice. Pretty good results, a bit blocky in a couple of areas and I may have mapped it a bit different but it looks pretty good in th egame. It is a bit quick, but I am not very good at .veh files so i don't know how to sloe it down. the car isn't really competitive with the big boys but I guess I am allowed to make my own reality. I have to do the low res version, and am still playing with to see what is best.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
Finished the modelling and the mapping for the Spice SE90. As I say it is a bit of a composite because there was no single definitive configuration i could find for vents and what not. It looks pretty good. I will construct it today, then paint the first one. I am planning about four actual cars. Two with skirts, 2 without. Even if the modelling is a bit dicey for accuracy it will be an interseting edition to the field. When these are done ... back to modelling, (I am looking forward to the break from graphics and colour), and it will be a bit of time before there will be new ones complete.
Wednesday, May 14, 2008
Nissan's all done.
res model by which I hoped to be able to smooth the transition a bit. It did, somewhat. I noticed that the transition was really noticeable around the windscreen so I started to build the LR from that point. It did actually yeild not a bad rendition of the full model, about 200 polys.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
Well, not completely finished. I have to do the low res version. I was not satisfied with the Porsche LR so I am going to experiment and see if I can improve. But all in all it came out pretty good. The main problem I had was that the location of some of the details made the the mapping stretch over some angles and the got a bit distorted. In game you don't really notice, but when you examine them as a 3d model they jump out at you.
Following my standard approach, (squint your eyes they look great), they are good in game. I will finish the LR, and create the 24 car.
Tuesday, May 6, 2008
Porsches Complete
long history with Porsche and it continues today with Audi. Figure out that relationship and it would be interesting. There are three cars included in the set I have developed. The numbers 7, 8 and 9 cars in the famous Blaupunkt livery. These cars are all essentially the same with small variation in the colouring of mirrors, sun shades and some decals as was the practise within teams. It should also be noted that even between races there were variations in the livery even on the same car. In fact there are minor variations between practise sessions and the race. The models that I do I attempt to be as accurate as possible, but invariably they turn out to be a bit of a composite of the pictures I can find. In game, there exisits some very nice long tailed versions of these cars, but none of the short-tailed version, (that I know of anyway).
Kremer porsche was designated as a 962CK6. They developed 11 cars and sold them to other teams. The main trade mark of this variation was the inclusion of skirts over the rear wheels like the Jaguar team of the day. This skirts were only used, from what I can tell is mainly at LeMans, for the areodynamics of the high speed straights. For the championship, from I can tell, they mainly used the open wheel configuration. I have built the skirts for the model and if I do some LeMans variations at the end and may do a skirted version for the game. I used the same basic model, I really didn't see too much difference, visually between the CK6 and the standard, there may be, I just don't see it. There were also vents on the rear of the car which I modelled. But ultimatley when I completed them, in game, they didn't add much value to the model so I simulated them in graphics and dropped the detailed vents.
Konrad is another name in racing which has a long association with Porsche. Again there is only a slight visual difference in the number 10 and 32 CK6's. The rear wing gurney flaps have a different shape. I am not sure if was really worth the effort, in game racing, you wouldn't see it but I figure that, to me, researching and finding the difference from photogarphs is some of the enjoyment I have doing of these models. (Where's Waldo). Konrad today is more closely associated with the FIAGT series, another modelling favourite with SCGT fans, so it was interesting for me to find out a bit of the history associated with the team. Konrad usually, even until recently, retained a distinctive baby or sky blue and white based livery, must be his favourite colour or something.
change sponsorship and livery, even going to a fin-tailed car for some races, so it was difficult to decide which one to include. I settled on the FATurbo livery, it is famous on the racing scene around that time period, so I decieded to use it as the base. When I researched the team itself, it became clearer why, Brun Motorsports was having difficulty in securing sponsership for the 1990 season and they were influx the whole season. The car itself was developed by "John Thompson". There were eight created. In a modelling sense the variations are just around the wing gurney and some little flaps around the top body escape vents. Again, I modelled them but I don't know how much value they add in game.
This is notable because there was beyond the internal changes common in the CK6 and Thompson version some real changes in the external apparence. Notably the front brake duct were repositioned to smooth out the front, a single rounded headlight configuration adopted and the rear end changes to accomadate an elonglated rear bodywork and accomadation for skirts like the CK6. Intrestingly this car had a long life moving then the US with Dyson racing and is associated with Dauer racing winning Lemans in 1994. Don't know how much of the original 962 was left by then, but it is impressive success history for a single car. The skirts again where mainly used at LeMans, from what I can see, and the rear end changed slightly between some races. The rear end variation turned out pretty good. The front headlights, not so good. The model was built to accomadate the standard square headlight covers and when I filled them in and used a mask for the new round covers, it proved to be a too abrupt transition and it produced a noticable seam. I will have to watch that in the future.Tuesday, April 22, 2008
Mapping and Objects
have no odd BMP's left over when I construct the final model. It was a pig, select, enter the command and go get your email ... not good, really fubars your work flow. Now, I may not need do the whole thing, but I will have to think about it. 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
This is a tough one to research, many variations and mislabelled photos have confused me. This should be a Spice 90SE, or not, I have seen photos that say its an 89, I have seen photos that are labelled 90SE that don't seem to look the same. Evane in same race two, cars called the same thing look different. Well I am not being marked, so I call this a 90SE. I will be doing a version with the full skirts over the back wheel. Little man and some details to be worked on to finish it completely.
Monday, April 14, 2008
Nissan Model Complete
Guess I am getting quicker, building the model was pretty painless. I have also seemed to have found a way to fix the seams that seem to show up from time to time, . It is a fix without knowledge, but its a routine I follow and it does the job, going to continue and try to figure it out properly. After all the whining about polies, I am not sure I that serious about it. I am enjoying the creating process, mayeb I should trade up to a new more powerful game model. Anway it was a break, back to finishing the Porsches.
Tuesday, April 8, 2008
Nissan 90CK, A start
blueprint, somethimes you have to make it up from pictures. In this case I found the decal instructions from a Tamyia model of an 89C Nissan. There isn't much external change, most of the changes were suspension and engine, and the back end. So I can use the plans from the 89C and just eyeball the changes for the 90CK from photographs. What I do then is with Fireworks create a template of 1200 by 1200 to be used as a background for each view in AC3D. It is basic process of lasso, delete the background, create a top, right, left, front and back image. Sometimes you have to
watch and scale the images, espically it seems the front and back. I just use the top and guides then porportionally scale the offending images. With photos it is crude, a lot of eyeballing and guesswork. I have tried creating lines, my own blueprint. Too much work. I have seen the creation of a 3d box where you map the approriate image on the sides and use it as a guide. It looks interesting, but I haven't figured out the logistics yet. I think it is a 3D Studio technique.
Once this is done I export a .pgn for each of the views that I want. These are mapped as backgrounds to the approriate views within AC3D. It can be saved as a set-up with the model. At that point you align the images, zoom in and out and make sure they match. I do this by just building a small area, which may be deleted after to make sure it all matchs up.
Aligning is important, but they never seem to match anyway. I just decide which one is best and use it as the master and fiddle with the rest. Usually it a side view beacuase I end up using that the most. You just then start. I have leared that it is the most satisfing to start
with the side first. You get a lot done in a short period of time and you can visualize the end product. Great. But, it gets in the way when you work your way through the rest. I now start in the center and work outwards, usually at the front because it has the most fiddly bits. You can see the beginning of the Nissan in the last image. There is not a lot to see yet but it does illustrate the concept of starting from centre to front. Really it the fiddly bits in the centre that is the key rather than front. Its just that usually, in these cars, the front has the fiddly bits.Sunday, April 6, 2008
Porsche - Construction
Remember, 90 percent of this model is someone else's. I have just rebuilt the back-end and remapped it for the 1990, WSPC version of the cars. Now maybe I went a bit much with the hierarchy tool, but it work out fairly well. I also successfully incorporated the wheels into the scenario, (see previous posts about wheel challenges). The other support files did not work out as well. I still haven't found the trick to doing it properly. But all and all, this was a much easier construction phase, (as I call it), to the project. Now comes the busy part, painting the models. I am hoping I properly selected the "seams" for the textures, I am interested in the results, I was careful as I designed the texture areas. The first car, (three in all), is the famous Blaupunkt livery for the Joest Porsches. There is currently a LeMans version of the car in game which is a conversion from another game and is very nice. However as I say, squint your eyes, looks great.
Wednesday, April 2, 2008
Porsche 962 - Short Tail
provides stability down the Mulsanne Straight. Now this model is 90 percent someone else's and I want be sure he gets credit. I only know his handle at the forum we both frequent. Weed's. Weeds
has made a huge comtribution to the SCGT community with his Group C models through the 80's time period. Prior to newer conversions from other, newer games I figure, in my opinion he set the standard for modelling along with a couple of others. With his permission, I modified his model to create the short tail variant of the 962. At this point in time I beleive there was no direct, offical factory support and the Porsche banner was carried by a number of indepenant, semi factory teams. These names are familar still today. Joest and Kremer
and to a lesser extent Konrad and Brun. They all began to evolve the basic 962 into independently along slightly different lines.C11's Complete

Friday, March 28, 2008
C-11 Paint
I start working my way around the model, top then side, then the details. I put this preview out so you can see that the different colours I used in the panels while mapping are used then as a guide for placing the various decals and details.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
Done for now, both cars in game. The low res version look spretty good in game, hardly see the transition. Should be interesting to see how many cars can run in game.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
The model is complete, I am just mapping the textures. I am using the hierarchy fetaure within AC3D and it has been a revelation. I think I have figured out a way to use multiple BMP's on the model without making into a mess. This will allow me two 1024x1024 .BMPS, to map the model which will keep the graphic cards from the klunge that we have been noticing when there is too many cars. I should still have enough surface area to keep the graphics resonably crisp.Monday, March 17, 2008
taka-Q Toyota 90C-V
Completed the taka-Q liveried Toyota 90C-V. There was just one seam issue in the transition along the side deck near the middle of the car. Has this was an older model and I was just finishing it,
probably out of stubbourness more than anything I tried to fix it but ended of just leaving it. The newer models I am working on are better, its being careful not to get the "fan" configuration of polies.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.
e inconsistent shading between the front and rear wheels. I don't know why this is, the BMP mapping matches so I really am unsure of reasons.Friday, March 7, 2008
Tools
Forum
http://www.inivis.com/forum/index.php
Product
http://www.inivis.com/
