DerrtyENT said:A lot better than the last trailer but is this separate than GT5 or what?
Titanio said:The mind boggles at how long it'd take to model one of those, though..and how that might affect car numbers in the next game.
Npl said:Lol, I`m curious too. Is it possible Sony gets the CAD-Designs from Automobile-Manufacturers and just have to paint nice Textures and shaders on them?
I mean dedicated to create accurate models since the first GT.. not only optical but also the mechanics. Might be cheaper to just knock on some Doors than ripping 400 Cars into its Parts and measure their Proportions.
Npl said:Lol, I`m curious too. Is it possible Sony gets the CAD-Designs from Automobile-Manufacturers and just have to paint nice Textures and shaders on them?
I mean dedicated to create accurate models since the first GT.. not only optical but also the mechanics. Might be cheaper to just knock on some Doors than ripping 400 Cars into its Parts and measure their Proportions.
Powderkeg said:No, that's not possible, primarily because auto-manufacturers use models built from millions of polygons. Their CAD models are used for virtual wind-tunnel testing among other things, so they have to have the entire car perfect, down to the last millimeter. There is too much geomitry for a game console to handle.
Powderkeg said:No, that's not possible, primarily because auto-manufacturers use models built from millions of polygons. Their CAD models are used for virtual wind-tunnel testing among other things, so they have to have the entire car perfect, down to the last millimeter. There is too much geomitry for a game console to handle.
It just costs, each GT already has licenses to use exact replications of real-world cars with their real-world name. In contrast GTA or Burnout has fictional Cars, its just a matter of paying for a name.Doubt it, car companies would never give away their designs that easily.
3roxor said:I don't see the link between using millions of polygons and typing in the right measurements in let's say Autocad.. I also don't see what the benefit of using millions of polygons is for wind tunnel testing, but I'm sure you can explain that for me.
Powderkeg said:The link between millions of polygons and getting the right measurements is the measurements are based on the polygon positioning. (or the polygons are located based on the measurements) You can't have one without the other.
Auto-manufacturers don't have some simple 3D model used just for basic measurements. Each part is modeled seperately (Doors are modeled seperate from the fenders) because the models are what is used to actually manufacture the parts. They have to be absolutely precise.
And as for wind-testing models, every little bump, notch, crack, or wrinkle creates drag. Something as minor as a 1/4" bend in a windshield wiper can make it snap off in a 100MPH wind.
Cars are so carefully aerodynamically crafted that something as simple as cracking open your sun roof can change the handling and gas milage.
Mod CAD programs I've used let you export an entire assembly. Even if each part is individually modeled, you could take the assembly, cut out the excess parts you don't need and work with the shell that's left.Powderkeg said:The link between millions of polygons and getting the right measurements is the measurements are based on the polygon positioning. (or the polygons are located based on the measurements) You can't have one without the other.
Auto-manufacturers don't have some simple 3D model used just for basic measurements. Each part is modeled seperately (Doors are modeled seperate from the fenders) because the models are what is used to actually manufacture the parts. They have to be absolutely precise.
And as for wind-testing models, every little bump, notch, crack, or wrinkle creates drag. Something as minor as a 1/4" bend in a windshield wiper can make it snap off in a 100MPH wind.
Cars are so carefully aerodynamically crafted that something as simple as cracking open your sun roof can change the handling and gas milage.
Kazunori Yamauchi said:This video "Vision Gran Turismo" is a concept movie as a progress report for the GT series making headway to PS3. The Lanser Evolution and the RX-7 in Tokyo International Forum in the first scene are full-spec high-detailed models created for PS3.
The following scene with cars running is a kind of "hybrid" movie in which the modeling data used in GT4 are decorated with PS3 rendering. It's an experiment with the theme of how far lightweight data for PS2 can reach in terms of image quality with rich rendering.