Pages

Friday, 24 August 2012

3d doodle

A quik 3d doodle. (5 hours including artwork)
My new custom made bass pedal made by Dave Hall.
Possibly we may offer custom artwork for these boxes of electronic goodness.

Here is a link to Daves site....http://www.davehallamps.co.uk/ 














Monday, 6 August 2012

3dsmax Animation

Just finished some animation work for the construction industry

Tuesday, 17 April 2012

I've been a bit busy this last month with work and such.
Spent a few days on the Ferrari recently, some art for the dashboard, I now have three clocks working.
I've also sorted out most of the suspension as close as I can.
rFactor2 is still in beta, and at the moment has took the shine out of the look. I will post some pictures soon.

Sunday, 11 March 2012

I have decided to put this project on hold for a number of reasons.
I thought I would make some business cards from this model.


Monday, 5 March 2012

Hmm well, it's been a while since my last post, i've been asking a lot of questions at the ISI forums, i've been experimenting and trying things out. I got some tips about the tyres (thanks Andreas E) and now have a drivable vehicle, there is still a ton of things to do, mainly the cockpit view, dials, needles, warning lamps, mirrors etc. All the suspension is now linked up and actuating correctly. Tyres are now squishy but need adjusting/tuning as does the physics in general, although I would be happy to do the physics and indeed will certainly get it as good as I can, i'm thinking I could get somebody from the rFactor community to do a more thorough  job. Eventually I am planning to have some of the parts removeable, when I get into the damage system, (shame to let all that underbody detail go to waste)
 Currently this vehicle has 40 different parts (.gmt)and 66 textures (.dds) a lot of these textures are bump (normal maps), specular and damage versions mostly output from the main diffuse textures I have made in photoshop. Here is a breakdown of how i've shared out the texture space. All textures are power of two (square)
I have used one 2048 texture for the main body template, one 2048 for the chassis, one 512 for less important inside surfaces, one 512 for wheel, one 512 for tyrewall, one 512 for tyre tread, one 512 for dashboard/steeringwheel, one 128 for brakedisk and one 512 for windows and glass.
There will be a few more textures and some more modeling to go yet.

Heres a work In progress clip.

Tuesday, 14 February 2012

I have to give this a break now, I am busy with other things for a while.
Also the tyre situation is way complex, have a look if you like...http://isiforums.net/f/showthread.php/1573
Look at the......rF2_TGM_TyreTool_Quickstart_V2.pdf
quickstart??
Its a well nice new feature but looks a little daunting/time consuming.
Makes squishy tyres.....http://www.youtube.com/watch?v=IPHjXEa0TaE
If this model does'nt make it into rFactor I may sell it on turbosquid.
I will remove 6 of it's exhaust pipes also, as it was a six cylinder engine.

Saturday, 11 February 2012

I have decided to start exporting parts of the vehicle and importing into rFactor engine, experimenting a bit will help me decide on a naming convention amongst other things.
rFactor is in beta, so the guys at ISI are still making this game and the full version will not be ready till later this year. While it is a great honor to be allowed to make vehicles for this great game engine so early before release, it is also a lot of trial and error with some things as the support and help available is still thin on the ground due to the makers being very busy finishing the game.
As you can see here in this showroom shot, my windscreen is not transparent, but the shader is working ok for the carbody. I will continue bringing all the parts in and i'll update the texture art later.