View Full Version : SBDT's latest work.. (Be warned, your jaws will drop!!)
chris
01-10-2003, 04:55 AM
Holy sh!t..
Look at these:
http://www.simmods.com/forums/uploads/post-32-1042136745.jpg
http://www.simmods.com/forums/uploads/post-38-1042148289.jpg
For more, see the following link:
http://www.simmods.com/forums/index.php?act=ST&f=38&t=9696&st=0
Absolutely unbelievable!! :bigjawdrop:
They are doing what seems to be a Le Mans mod, for F12002, which will include the awesome Group C cars, too, and even the classic oldies like the Porsche 917 Kurzheck.
prize
01-10-2003, 05:05 AM
I wanna drive it.
Aussie Muscle
01-10-2003, 01:42 PM
Woah, baby. that looks too real (I imagine me could do that good if we had full access to nfs6 engine)
D_Man
01-10-2003, 03:28 PM
It does look real. Really adds meaning to the word "photorealistic" :D
Dave
chris
01-10-2003, 10:37 PM
Oh, and BTW, if any of you here have 3d modelling aspirations, then, you might be well advised to download those images, and keep them for reference, as benchmarks. As far as 3d modelling goes, that is as good as it gets.
You know, I'm making a Sauber C9, at the moment (probably the silver one, not the black AEG Olympia one), for myself.. It'll have similar sort of polygon levels as this, and it'll have high resolution textures,,
This C9 is for me.. I doubt it'll appear in any games.
That looks too real!! Would the poly count be sane? and wat rendering engine would that to have used? It looks better then the original car and it must be using a realy big texture map.
chris
01-11-2003, 12:19 PM
Vqcapricedude: It has less than 4000 polygons, from what I'm told, and, also, the texture map is 1024x1024, which is the standard for F12002 stuff, apparently.
Either way, it puts most of those 12,000 polygon "poly monsters" that some NFS authors are putting out to shame, and that's just the mesh itself!
As you can see it here, this Porsche 956C appears as though it has been rendered in Discreet 3D Studio Max. The other wireframe screenshots I've seen, which I attach to this post, show the sort of detail it has.
And of course, they've also modelled some of the chassis, too, so, if you take the front bodywork off, you can see the chassis underneath it. A very nice detail, especially the way that was textured, and the fact that it wasn't very detailed, yet, looked very detailed.
chris
01-11-2003, 12:21 PM
Here is the attachment:
I looked at the link as well ne way is the rendering engine on f1 2002 that good?
chris
01-11-2003, 09:00 PM
Yeah, it's pretty good, but, it doesn't raytrace reflections in real time, if that's what you're expecting (no game engine would be able to do something like that, since the processing power required would be huge).
But it does have quite nice environment mapping, though, and, it seems to be able to dynamically create shadows too, which is a lot nicer than the standard old shadow map.
And the best bit? It's fully editable, tracks, cars, menus, sounds, the lot. And the physics engine is superb, and you can recreate the handling of a real car with great accuracy, provided you know what you are doing.
chris
01-11-2003, 09:10 PM
Edit: Oh, the models might not look as good as that.. It seems like the renders are of the NURBS (non uniform rational B spline) model.
The NURBS model is totally different to a polygon model, it doesn't have normal 3 sided polygons, like a normal mesh.
As Jeffh, the modeller of the car explained (and I quote verbatim):
Confusion on the cars.
What I do is make these renderings of the cars in a NURBS modeler. I then render all the sides of the car to use as my texture maps. I then convert the car from a nurbs model to a polygonal model using the same surfaces so it matches perfectly. Obviously there will be some edge nickeling over parts of the car. One way I stop the nickeling around the wheel wells is to use a transparency map so you don't see the poly edge.
So the pictures here are not poly models. When I start mapping the poly models they should be pretty close to what you see in terms of the detail and the graphics will be exactly the same. I will post them as soon as I start that process. Right now I'm just cranking out the cars like this to get them into the teams hands for fine tuning.
Does that help explain these images?
Cheers, Jeff
I'm gonna have to look on Ebay for this game cos I can't find it ne where near me.
Remko
01-11-2003, 10:37 PM
Those renders look incredible - did you see the Posrche 917 elsewhere in the thread? (having large texture space will help though)
I understnd that this won't be exactly what you'll see in the game though, but I'm still looking forward to seeing it in action :)
chris
01-12-2003, 12:53 AM
Yes, it will be something to "See" it in action.. But, I don't look forward to hearing it, though..
Given SBDT's rather miserable track record with most of the sounds in GTR2002, I don't hold much hope for the 917 to have an orignal, unmolested sound.
It'll probably end up with all these embellishments, for the sake of making it sound more like what a driver might hear inside a race car.. :rolleyes:
Vince Klortho
01-12-2003, 05:21 PM
Cool, this forum is new since my last visit. I might have to stop by more often.
Anyway, one point of clarification : the 917 is one of JeffH's older models that he posted because some people wanted to see it. There are no current plans for its release. However a couple of other groups are working on mods for that era. Our prototype mod has acquired a name (WSC) but exactly what will be in it is uncertain as of now.
Also, we have a patch coming out very soon that will have revised sounds.
One more thing - our website has undergone a bit of change : http://www.simmods.com
Keep the shiny side up. :)