After weeks of working on that damn car – thanks to Dahie – i think i just have made the best out of it. And also the best shape out of the 1994 cars. So now it is up to Dahie to give the car its unique livery this shape deserves 😀 it is not that i want to put some pressure up on Dahie, but everything else than perfect and i will put the car into the trash and keep the old one 😀 i have added some close ups from the new front suspension and brake model. this new suspension and brake model will be given to all cars, since i don’t like the old ones any more. later this evening i will add some screens of the cockpits, so you can see your future working place 😉
Category: Models
When modders don’t know what to do….
…then they often do things, that are completely unnecessary, perhaps stupid, and completely out of any sense ;). and exactly this happend within this case, too. Not having too much time to do the more important things like face-lifting the benetton once more, i just played around a bit. and what came out of this, you might think it is completely unnecessary and a waste of time and resources. and yes, you might be right with that. but i like it, and that’s the only thing that matters. it is like “the real deal” :D. perhaps you won’t take a notice of it ingame when racing, but you’ll always know: yes, it is there. and who knows, perhaps it will look good once ingame….definetly for all those passionated screenshot makers out there.
next time i will show you something that is more related being important….perhaps 😉
A matter of interpretation
The last few days I had a long discussion with Marco, who modelled most of the 1994 cars and also the Benetton which I’m painting.
The most difficult thing is to get good resources, good pictures. It’s no comparison to the flood of images you can get in all kinds of quality for modern F1-cars, but working with the limited sources we have is challenge. Many images are low-resolution and captures of the races are of low quality. We often resort in using 18:1 models to get at least some base for our work. So you see there is alot of room for interpretation and actually missinterpretation.
Marco was convinced, that Benetton hat different sidepods in 1994 and upgrades them during the season. The first one being quite bulky and straight and then later become slightly more curvish. He based this on his modell and what he “saw” in the pictures. I didn’t see it at all and so it took quite some time and alot of pictures to convince him of my point of view. I’m glad he is a fair chap and listens to me, even though I can be annoying with details sometimes. You see the more accurate the model, the easier it is to paint. 8)
By the way, the Benetton in the center is the old TDG Benetton from 2003. Back then it was well-crafted, but today it’s totally out of date and too undetailed. However having the archive is a big help to compare and sort out problems like this one.
So I made Marco agree with me now and it had nothing to do with the threat of physical violence or a 4 million ¥ bribe. 🙂 He’ll be reworking the sidepod for the next weeks and in February I’ll get back painting. For me this is perfect, because I’m having exams the next few weeks anyway and so I don’t get any chance to procrastinate. 🙂
Picking up 1994
Now that F1 2006 is over, we are organising the next mod(s). F1 1994 has been in the tube for ages and will now get the attention it deserves. Marco has been working on if for over a year now and has made good progress reworking many shapes and painting the basic textures. These textures are outlines for the final textures in lower resolution, with missing details and now shading. The final textures beginn now and will be in 2048×2048 resolution and full baked rendershadows as we did in F1-2006. I’m painting Benetton, Mediocre will make his first steps on the Pacific and Mike is working on Ferrari. Both are new to the team and are welcomed. 🙂
Marco continue to work on new improved suspensions for several teams and is currently mapping the Ligier.
Shaun started some work on the helmets, although we have to finish the models first. He will get help by Ste and comback-guy Rob.
Raül returns with some first amazing renders of the current williams. It should be noted this is the current texture, but not the final one, so there will be improvements in the next months to come.
Bad news…..
Hi guys,
This time, we have some bad news for the community. We made a cool concept for our intro video, searched for music and had cool ideas. But in the past few weeks nobody had time to do it. We asked stabiz, he did some nice vids and he agreed to help us out. Then his pc crashed and now we don’t have an Intro for our mod now. We thought it would be cool to have one. So we decided to make the big package not bigger again for something 99% of you just watch 1 or 2 times. We’ll do a nice intro video with all our ideas after the release and take the time for it. It will be an extra download and can be downloaded if the user wants to have it.
CTDP – FSR Showcase Race – Your Participation
Hi guys, this is just a little reminder to tune into PSRTV on saturday to watch our showcase race, we would also like to give you guys a chance to ask us questions during the broadcast just visit this link during the broadcast and join the chatroom, we will be waiting there for your questions to come in and answer them live on air. http://prosimracing.com/racecast/
So see you all on Saturday for our Showcase race and special announcement 🙂
Another two days …
Another two days spent bugfixing. So far there haven’t been major reports, but many of the seemingly insignificant things can turn out quite nast. Like one Williams-frontwing, which had the wrong logo on some GPs, sounds simple, but required a new upgrade, remapping, new shadows, slightly changed texture, which due to yours truly needed to be saved twice. But hey, it looks great now. 🙂
We have our Bugtracker, and we are working through everything, Andy and me fixed 10 bugs in the last 2 days. Afborro is working on some last polish in the showroom. I get organising for the release done. Whata and me will doe some work on the manual. Something nobody else wants to do actually. So we threw dices and picked the people with the least time on their hands. That’s how it works, we don’t complain enough.
Enjoy the last weeks, before the mods is released. I tell you, you are going to miss waiting for it.
Muscle training
“no spare mental capacity left to multitask on devblog right now” afborro
Afborro already wrote such a nice posting about his work on the driver body, but didn’t take the last step, glad I help out. This is what he wrote:
Not been doing much bug fixing lately so what have I been doing ?
driver model and rigs
Over the next few days. The old driver wil be removed from the game and replaced witht the new one. Shaun been doing a few paints and having me made the last few model tweaks I put him in the Ferrari.
I never liked drivers in mods that have stick fingers and arms Hope this a bit of an improvement over that. Also the arms and hands can be easily customised via a bones and kinematics driven implementation for rF1 to fit each car as needed, but also that it can be animated in rF2, (or may be in rF1 via Gonzo’s rtfm=1 )
So I thought would be fun to show the bit in him that reminds me of terminator 2, with 20 hand bones and 4 arms bones, the rig that controls it.
This rig is separate from the biped to be used for the spinner, largely to produce somethign that was a lot friendlier in polycount for ingame, the biped didn’t work well or look good after poly optimisation, so this new way of doing it for ingame, the polycount including LODs of the driver is the same as the original.
In the meantime Whata is working on the driver body textures.
Let’s dance to …
[MEDIA=1]
One of the last few things we are working on…