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Old 12-03-2004, 03:34   #1
Montoya
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Default Crawford WIP Topic

SSM is very proud to show you the first previews of our Crawford model for the upcomming Grand-Am mod.

Our modeller rdufton did an awesome job on the model so far , as you see the model is still in deep progress , we just want to show you how fine the mod is progressing.

Enjoy and tell us what you think!
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File Type: jpg crawford.jpg (29.5 KB, 320 views)
File Type: jpg crawford-suspension.jpg (36.7 KB, 238 views)
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Old 12-03-2004, 04:00   #2
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Cool

sweeeeeeet!
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Old 12-03-2004, 06:10   #3
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Looking good!
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Old 12-03-2004, 06:15   #4
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I just wanna thank you guys for making this!!! I hear so much bashing of the grand am series for no reason, they put on a wonderful show and i am really looking forward to this.
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Old 12-03-2004, 14:33   #5
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good to see things are moving, keep up this pace
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Old 12-03-2004, 14:58   #6
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looks great!
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Old 12-03-2004, 16:39   #7
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SWEEET!! I love does cars!!
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Old 12-03-2004, 20:39   #8
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I dont know how anyone could talk bad about this series when we saw a finish like we di at homestead
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Old 13-03-2004, 06:59   #9
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heres an updated screenshot package of the model. This is still a very big WIP at the moment.
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File Type: jpg crawford1.jpg (288.3 KB, 216 views)
File Type: jpg crawford2.jpg (82.9 KB, 162 views)
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Last edited by 19dodge : 13-03-2004 at 07:09.
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Old 13-03-2004, 07:11   #10
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Quote:
Originally Posted by 19dodge
heres an updated screenshot package of the model. This is still a very big WIP at the moment.
Maybe you could make a low poly version for the people with a weaker pc and a high poly version for people with a real gaming pc?
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Old 13-03-2004, 07:31   #11
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I'll be spending a fair bit of time on the lods and getting the view distances right so don't worry.
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Old 13-03-2004, 12:23   #12
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Good job Rdufton ! I remember your work on some SCGT GTP !!!!
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Old 13-03-2004, 13:46   #13
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Looks like this is going to be quite an interesting project!

You might want to double check the size of the wheels against a photo. They are looking much too large ATM!
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Old 13-03-2004, 19:00   #14
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Hopefully if somebody tracks down a copy of the rules for DPs then I'll get the size perfect, also I think it's Chase have some measurements on thier site so I'll loosely scale it to those sizes and compare sizes between the cars by eye. But as someone pointed out all my wip models look thin so that could be it.

Also that pic is now very old as I've carved 200+ polys out of the wheels but I've managed to keep the same effect on the rims and the doors are now detached. It now weighs in at around 4000 all in, 800 for the engine and the rear suspention and 200 for a simple interior and driver and the VA model is done all together at 5000. Then it's mapping time and onto the lower lods.
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Old 13-03-2004, 19:51   #15
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DP Rules here
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Old 14-03-2004, 14:05   #16
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another technique is to use a perfect side view of the car as a background while you model...
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Old 14-03-2004, 14:09   #17
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Quote:
Originally Posted by REVSECT
another technique is to use a perfect side view of the car as a background while you model...

It's finding one though. But I can see what the problem is size wise, the rear wheel is far to large but when it's reduced the curve of the upper part of the side pod can be altered as that has quite a curve to it. But it's not being scaled up as I do it I'll do all the scaleing once I'm 100% happy I've got the fine detail done as that way it can be done all at once.
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Old 14-03-2004, 14:28   #18
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I'm sorry if this question sounds silly but are you saying you first model all the fine details and then work on the actual model of the car?
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Old 14-03-2004, 18:38   #19
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Quote:
Originally Posted by Mika
I'm sorry if this question sounds silly but are you saying you first model all the fine details and then work on the actual model of the car?

Nope, I model it all and scale it as one model.
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Old 14-03-2004, 19:06   #20
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A copy of the first ingame version (when I get it ingame mind) to the first person who can guess the poly count of the model in the picture.
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File Type: jpg untitled2.JPG (49.3 KB, 184 views)
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Old 14-03-2004, 20:32   #21
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heres a brand new preview of it. now, removable doors, rear engine area. This is the "almost finished" version.
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Old 15-03-2004, 05:23   #22
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What is the point of having removable doors on this car? Is there support in F1C for that feature or is just extra? I remember seeing previews of WSC years ago that showed the cars with opened doors. It would be cool to see this in an F1 game.
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Old 15-03-2004, 14:19   #23
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well, let me put it this way. if you ever saw a grand-am race, you know what i mean. When the cars get into eachother (on the side) the doors would fly open (or partly open) thats what we are going to simulate. if there is a big impact, the doors will come completly off (As will the front deck, in a frontal impact, and the rear wing and rear deck in a rear impact) we are trying to make it as realistic as possible
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Old 15-03-2004, 15:57   #24
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Quote:
Originally Posted by rdufton
A copy of the first ingame version (when I get it ingame mind) to the first person who can guess the poly count of the model in the picture.
6250 POLYS?
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Old 15-03-2004, 19:23   #25
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4700?
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