Premiums scanned in real life?

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BigVinZ007
If ya watched the GT channel specials from concours d'elegance and goodwood you can see they had access to priceless cars like Jag XJ13, first Miura.
Prolly why Veyron isn't premium yet, they still need one in real life.

I read that Forza creates their cars by pictures from the internet. That's the way GT standards were made.

Anyway it would explain a lot why it takes so long.
 
If ya watched the GT channel specials from concours d'elegance and goodwood you can see they had access to priceless cars like Jag XJ13, first Miura.
Prolly why Veyron isn't premium yet, they still need one in real life.

I read that Forza creates their cars by pictures from the internet. That's the way GT standards were made.

Anyway it would explain a lot why it takes so long.

You read wrong and a lot of GT standard cars were made from scale model cars.
 
From what I know (or thought) PD created them from real life measurements. Standards are just cars that have already been modeled in previous version but haven't been refined like the premiums. Someone correct me if I'm wrong though lol
 
You read wrong and a lot of GT standard cars were made from scale model cars.

I just wonder where they got the sound from back in the day.
Never played GT 1 to 3, were the physics as good as right now?
 
There's no reason why there would be one singular method of sourcing the visual data of 1000+ cars.
Could be; borrowed cars, employees cars, pictures from internet, pictures from car parked on road, data from manufacturer's, data collected on show days, photos taken by someone with the vehicle, among others.

There's also no reason why there would be one singular method to generate the cars model from this data.
Could be; Modelled by eye from reference photos, scanned by laser scanner then cleaned up by hand, tracing a model from manufacturer, following blueprints made from reference photos, modelled whilst measuring a car's features with ruler, among others.

There is so much more to making a car for a game than just getting the right shape.
Think; sounds, physics, handling, feel, optimization, all the different types of textures, damage handling, optimization, differing levels of detail, functional-animation, customizations, performance, shaders, etc.

There's no way you can just scan a car and stick it in the game.

In saying that there's also no reason you must have a car available for scanning, for it to be possible to become premium.
 
Bushido007
I just wonder where they got the sound from back in the day.
Never played GT 1 to 3, were the physics as good as right now?

Wouldn't say as good as it is now, but for their day I don't think they could be beat
 
I read that Forza creates their cars by pictures from the internet. That's the way GT standards were made.

Not entirely true.

Majority of modelling of cars for Forza is not actually done by Turn 10 studios, but by 4 outsourced companies - Rabcat, Dhruva, Glassegg and one American company I can't remember from my head right now.

But as for actual modelling, here is the filmed footage of work done for model Veyron for Forza 3 from the real-life model.

 
Not entirely true.

Majority of modelling of cars for Forza is not actually done by Turn 10 studios, but by 4 outsourced companies - Rabcat, Dhruva, Glassegg and one American company I can't remember from my head right now.

But as for actual modelling, here is the filmed footage of work done for model Veyron for Forza 3 from the real-life model.



That's awesome! Thank's for sharing Amar! Impressive the ammount of detail and work that go into modeling some of this cars. Even when they are not laser scanned some of the cars modeled from pictures are still impressive!
 
I just wonder where they got the sound from back in the day.
Never played GT 1 to 3, were the physics as good as right now?

0:41-1:17



I'd watch the whole thing though. It's gooood.

1:37-1:53 on choosing cars that PD gets into the game :). Hilarious because people still think it's just that simple getting any car into GT.
 
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I just wonder where they got the sound from back in the day.
Never played GT 1 to 3, were the physics as good as right now?

No they weren't but that's more of a hardware capability issue than the actual game itself, back in the day the hardware wasn't powerful enough to handle game engines capable of extremely realistic physics. In comparison to it's competitors though Gran Turismo was miles ahead as most racing games of the time adopted arcade style handling.
 
Thank you guys for posting the videos. You can see how much interest those people have in cars.
I'd kill for that job.
 
Like what amar212 said, Turn 10 Studios outsources their work on the modeling of their cars (explains how they were able to get so many high quality cars in Forza 3 and 4). They create a virtual 3D mesh of the car to model them, as seen in the Bugatti Veyron video.

Gran Turismo 5 seems to use 2 different methods (although one of the methods were only mentioned once). They use over 1000 still images/pictures (and video) to recreate a car in the virtual world.

2:00 - 2:43
http://www.youtube.com/watch?v=OacE6NKxivA

A second method they use is through what seems to be laser scanning, and this is the only time something like this has been mentioned regarding to Polyphony Digital's modeling of cars.
http://jalopnik.com/238136/from-bucket-to-binary-morrison-corvette-scanned-into-gran-turismo


And more information on modelling in GT5 can be discussed here
https://www.gtplanet.net/forum/showthread.php?t=192633&highlight=laser+scanning+cars
 
R.S
There's no reason why there would be one singular method of sourcing the visual data of 1000+ cars.
Could be; borrowed cars, employees cars, pictures from internet, pictures from car parked on road, data from manufacturer's, data collected on show days, photos taken by someone with the vehicle, among others.

There's also no reason why there would be one singular method to generate the cars model from this data.
Could be; Modelled by eye from reference photos, scanned by laser scanner then cleaned up by hand, tracing a model from manufacturer, following blueprints made from reference photos, modelled whilst measuring a car's features with ruler, among others.

There is so much more to making a car for a game than just getting the right shape.
Think; sounds, physics, handling, feel, optimization, all the different types of textures, damage handling, optimization, differing levels of detail, functional-animation, customizations, performance, shaders, etc.

There's no way you can just scan a car and stick it in the game.

In saying that there's also no reason you must have a car available for scanning, for it to be possible to become premium.
^ This. Definitely. There are many ways to come up with a good result. Take a look at this page http://www.bsimracing.com/wsgt2-screenshots/
This stuff were made from internet pictures.
 
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