You couldn't be more wrong, the GT5 tracks have WAY more vertexes than GTSP tracks, vertexes are the geometry and actual 3D modeling, and the most time consuming portion of digitalizing a circuit, texturizing is a lot faster. If you think a PSP track has the same amount of detail in its geometry (vertex) as Prologue or GT5 you sir are an idiot.
http://www.youtube.com/watch?v=6tAdNmhG-mY
That's a very nice way of putting it with all the big words and that ( although im not sure digitalising, texturizing are actually words ), and a very informative video.. ( not )
As much as I don't really want to get into an argument about 3D and vertex's / polygons.. and be all technical and geeky.I don't see why I should be called an IDIOT by someone who obviously isn't very well educated on the matter.
So let me educate you.
http://www.racingpaintshop.com/index.php?option=com_content&task=view&id=701&Itemid=301
The above link will take you to a track I am in the process of making for Rfactor, granted it's not up to GT levels, but thats more because Rfactor cannot handle the detail level's GT can and it is somewhat unfinished, But I like to think it's actually pretty ok and this does provide me excellent knowledge of what exactly goes into track creation.
Rfactor / GT tracks are created in exactly the same manner and each are created in the exact same 3D program. ( 3d studio max / Maya.. I do believe PD use Maya with custom plugins to suit their requirements. )
Now, I am 100% correct in what I say about PSP tracks being exactly the same as GT5 tracks. The tracks in their basic form of a wireframe can be upscaled or downscaled accordingly to suit its games hardware format.
As has been proved in the fact PSP tracks have actually been upscaled already , and have been showcased in GT HD. Using the same process and procedure that PD have undertaken to UPSCALE the GT4 cars to GT5 levels.
A track is made of Polygon's ( triangles ) this wireframe of triangles can be optimised to perform at its best in whatever game. Once this has been done texture's are added to give it is "life like" appearance.
These tracks WILL have been created firstly with enough detail for GT5, then the wireframe will be optimised for the portable game. This is the most logical, time saving way to do it.
If you recall, Pd have stated They have FUTURE proofed the new GT5 cars , this is by giving them initially more detail than they actually require for GT5 , then downscaling these models for GT5. The highest detail models are kept and will be used in GT6 / GT7.
PD have realised they do not need to keep creating cars for every title which they have done in the past, they can make super detailed cars with millions of polygons, then downscale them in triangle's in minuet's to suit the latest title. In essence the tracks are exactly the same, just with less polygonal detailand the textures aren't as highly detailed.
If you honestly think PD would create 2 tracks from scratch, one for PSP , and then again re-create that same track for GT5, then I am very sorry to say sir.. YOU ARE THE IDIOT NOT I.
So what have we learned...
Firstly its not best practice to go spouting off on a subject without a good understanding.
Second, Its also not best practice to name call for needless reason's.
Make a mental note... and be on your way.
There's a good chap.
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