Re: Ferrari F2001 by
Date: October 19, 2005 07:01AM
Posted by: Iceman-Kimi
Oooooooowh , that is gonna be my 11th team :)

Re: Ferrari F2001 by
Date: October 19, 2005 07:39AM
Posted by: Enzojz
seems good , and seems I need to repakcage my F1-2000 Superhires and upload my F1-2000 normal. :)
Re: Ferrari F2001 by
Date: October 19, 2005 08:32AM
Posted by: fongu
barrichellos car would be nice too enzo :)

Have to say that it doesnt quite seem right in-game as it does in the renders, but its still infinately better than what we already have.


Re: Ferrari F2001 by
Date: October 19, 2005 08:39AM
Posted by: sunil
awesome car. why don't u try to make one this year ferrari. just request

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i7 950@4GHZ 1.24V|Asus P6X58D-E|Dominators 10GB(2GBx5)1600C8|Corsair H70|Corsair 800D|Corsair HX850|EVGA,Zotac GTX 2x470|VX2433W FULL HD|X-Fi Plantinum|Creative S750 Gigaworks7.1|NZXT Sentry 2|7TB
Re: Ferrari F2001 by
Date: October 19, 2005 03:17PM
Posted by: gpxcartworld
Well, My reflections in-game are not that good... Dunno why! But i ensure that in Zmod the normals are perfect, you can see that by looking at the Zmod shots I posted all along this topic.
About an F2005... who know... ;)

Re: Ferrari F2001 by
Date: October 19, 2005 03:49PM
Posted by: Aprilliaracer
Unbelivable...this car looks so acurate from the t-cam view, great!
Re: Ferrari F2001 by
Date: October 19, 2005 07:18PM
Posted by: loren
Well, looking at the zmod shots it looks like the normals on the side of the nose and sidepod are turned slightly up and down on the top and bottom respectively. Essentially it means that from a lighting standpoint the what should be flat parts are considered as round.

Here goes my little rant on normals, not just to Diego but 95% of the carshapers out there :)


Mathematically speaking, the normal vector at any point on a plane is perpendicular to the plane. Of course in ZM, we don't have normals on the faces, we have them at the corners (actually impossible). So essentially we have to consider the normal at the edge of a flat part to still be perpendicular to it, and not consider the round when calculating normals.

The way I build cars is to build the flat parts first, calculate the normals, then build the fillets and rounds, then calculate those, leaving alone the flat parts. And having the normals auto-calculate on is a mortal sin :)


Here's a little example of what I mean (no asking me to release this car). Notice that on the flat parts of the sidepod, the normals are all parallel.






The downside is that it doesn't look all that great ingame. The sidepod is a bit too dark and doesn't pick up relflections the way it should. That said, I'm still doing it this way, as I think it's the "correct" way to model the car. Some people might disagree with me if they like to have a little bit of reflection on the side of the car.




Re: Ferrari F2001 by
Date: October 19, 2005 07:51PM
Posted by: gpxcartworld
Well, thanks for the tip, Loren, but I must say that I know how to deal with normals. It's one of the points I care most of, because I always want a smooth car, with reflections in-game. My normals are done the best way they could be on that car IMHO, not just calculated. Many of them are tweaked by hand to get the best from the shape. Jut remind that every author does his cars the way he likes them, so it's just a matter of taste... :)

Re: Ferrari F2001 by
Date: October 19, 2005 09:49PM
Posted by: loren
Ok, fair enough, I never play with the dynamic reflections on, which probably influences the way I choose to do shapes. Personally I think GP4's reflection engine is a bit weird, as it seems not to be able to reflect off flat surfaces, only curves. Probably because it was designed for the default cars which look like they have got auto-calculated normals. :)
Re: Ferrari F2001 by
Date: October 19, 2005 10:10PM
Posted by: Nik_I
is it just me, or do the logos on the nosecone look too spread out?
Re: Ferrari F2001 by
Date: October 19, 2005 10:44PM
Posted by: gpxcartworld
Yeah, maybe the shell logo is a bit little... but not that much (your photo makes it look bigger than it really is) and it's just a minor detail... so I can't really be bothered to change it ;)
Anyway, here's a preview of NT and Monza liveries. A quick job, but I feel satisfied of it :)



Re: Ferrari F2001 by
Date: October 19, 2005 10:47PM
Posted by: Anonymous User
WOW great work Oggo
Re: Ferrari F2001 by
Date: October 19, 2005 10:48PM
Posted by: MLAM
Fantastic Job Oggo! :)

I bet the NT Livery wasn't hard to do :P
Re: Ferrari F2001 by
Date: October 19, 2005 10:51PM
Posted by: Anonymous User
next version the usa version (the one with the us flag on the barge board)

picture





Edited 2 time(s). Last edit at 10/19/2005 10:56PM by jloo.
Re: Ferrari F2001 by
Date: October 20, 2005 01:37AM
Posted by: R0b3rt0_38
i dont want, I HAVE to paint a fantasy car on that perfect shape !

- - - - -
Roberto - CTDP

www.rob38designs.co.nr
Re: Ferrari F2001 by
Date: October 20, 2005 04:29AM
Posted by: Guimengo
Stunning car!
Re: Ferrari F2001 by
Date: October 20, 2005 07:45AM
Posted by: b-tone
its a really great car Diego - you should be very proud of it! :)

____
Tony

Re: Ferrari F2001 by
Date: October 20, 2005 11:21AM
Posted by: sunil
yeah, very nice car and liveries

===================================================================================================================
i7 950@4GHZ 1.24V|Asus P6X58D-E|Dominators 10GB(2GBx5)1600C8|Corsair H70|Corsair 800D|Corsair HX850|EVGA,Zotac GTX 2x470|VX2433W FULL HD|X-Fi Plantinum|Creative S750 Gigaworks7.1|NZXT Sentry 2|7TB
Re: Ferrari F2001 by
Date: October 20, 2005 12:55PM
Posted by: Iceman-Kimi
Damn , that cart is almost to beautiful for ingame , it should be in a musea

Re: Ferrari F2001 by
Date: October 20, 2005 01:32PM
Posted by: fisico04
fantastic fella, might have to put that in my game

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