Underbody detail

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I dont think this has been discussed but look at this

102574_1090509875_1.jpg


Do I see exaust pipes running all the way up the car? This is a majoy advance from the black filled in bottom of the car from the previous GT's...but how often do we see the bottom of the car anyways :p :p
 
I think it's going to be on a case by case basis. Probably the majority of cars won't have underbody detail. But since you're not going to flip them, what's the point? :)
 
^ Good point, why take up space and computing power for some thing you're never going to see?
 
I guess when you do the wheelie glitch you will be able to enjoy the great grahpics :D What are the first 2 replys in this topic talking about? Headlights? What headlights? and as far as where its from, its from the vegas drag strip screenshot part of this site...
 
Do you guys remember when the CLRs flipped at Le Mans? Those things were just one long, smooth black piece of metal or carbon fibre under there. A lot of cars don't have noticeable underbody works, and you're rarely going to be in a position to actually see it, so beyond a texture file I can't see PD wasting time modelled it accurately, but hey, who knows. I can't see much different in that pic but I'll brighten it up at home and take another look.
 
Eagle
Do you guys remember when the CLRs flipped at Le Mans? Those things were just one long, smooth black piece of metal or carbon fibre under there.

No...

CLRflip1.jpg

BenzCLR2.jpg


Definatly venturi tunnels at work there.
 
Actually, there's no pressure. those ground effects are so good, they create vacuum under the car, sucking it to the ground. Those kind of ground effects were banned in F1 in the 80's, I think.
 
That's what ground effects is... Lowering the air pressure under the car to create a vacuum and hence more downforce with no drag penalty. All I was getting at is that racing cars feature as smooth an underside as possible to improve aerodynamic performance and maximise what limited ground effects are available (after the banning of skirts). So you're not going to see all manner of mechanical parts visible beneath the car - they'll be more like Matchbox models.

True underside detail is probably something that, along with reverse lights, was passed over in favour of something else because in all normal circumstances you shouldn't call upon it.
 
I think that picture from the top is from photomode. The wheels are 2d when it's an in game shot coz, it takes less fps. I doubt they would waste precious fps on the bottom of a car, especially when u will never see the underside. KY already said u can't flip a car over so it'd be useless.
 
I don't. It looks like the beginning of a race. You know 3,2,1... The tail lights are blured...They wouldn't be blurred if it was PM.
 
I'm "anxiously" awaiting the person who says that the underbody is as depressing as the rims on the cars... until then, it seems like some pretty nice detail will be paid to almost every car in the game. And that underbody detail is pretty nice. Can you imagine if someone jacked up your car and you could see the brackets and muffler underneath? I'm sure the horsepower-minded motorhead would love to see his Mustang GT with chrome mufflers and pipes. Maybe even show off his Flowmaster (even though I think Flowmaster won't be represented in GT4).

But the underbody detail should be interesting. If GT4 allowed flips and rolls, not seeing the underbody would be a shame.
 
Unlike most other racing/driving games where you do get to see the bottom of the cars, GranTurismo's strange 'gravity' means that its cars always stay pretty much level, even when crashed heavily - so there is no need to model something we won't see.
 
Glad someone brought this topic up........

I dont think any GT has ever had huge amounts of underbody detail (if any!) becuse the cars cannot flip........However with more Jumps like we saw on the nurb ring I think they should maybe show some detail of the suspension or exsaust system....even if it is low poly....

No car just has a big flat black base as its underside......hmm well maybe Le Mans cars......but it has to be more realistic.....especially if we are eventually able to pop wheelies in drag mode :)

Robin
 
robin2223
However with more Jumps like we saw on the nurb ring I think they should maybe show some detail of the suspension or exsaust system....even if it is low poly....Robin

I think it's not gonna be an important part of GT4, but like Robin said, maybe just a glimpse of the exhaust pipe and body work in low poly..

It would be nice however, if PD included in garage mode in GT4 where you can actually see the car body, and buy stuff like Tectyl for underbody protection and switch exhaust pipes etc.. :)
 
I actually agree with icemannshooter ... but i was just curios what amount of polys it would take to kinda make a reeeaaally LP underbody. Just crashed
someting together for 2 minutes. With some sort of oil pan, a thing where the exhaustpipe runs and lets say a holder for the reserve wheel, you might end up at around 100 polys. Which can be alot. Left Version 77 polygons, right version 12 polygons.

quatsch.jpg
 
LowBatt
I think that picture from the top is from photomode. The wheels are 2d when it's an in game shot coz, it takes less fps. I doubt they would waste precious fps on the bottom of a car, especially when u will never see the underside. KY already said u can't flip a car over so it'd be useless.

Actually Some rims are 3d in game mode.
In Prologue the Suzuki Alto works features 3d alloys in game and the Honda Beat has 3d Pressed steel rims in game.
Also an American Muscle car fetured in a hack vid had 3d rims.
I think more will be available in the final product.
 
I like Bonsai's approach, highlighting the logistical aspect of it. Be nice if we could actually get a GT4 car wireframe just as an example from PD.
 
i'd rather they spent more time on the parts of the car i will actually be looking at than the parts we might see every once in a while in the odd replay
 
When doing lp modeling you always have to think where the spent polys are used best. Where they really contribute to the degree of detail on the modeled object. And imho modeling the underbody of a car in a game where the car wont be able to flip over does not make any sense. Same thing with 3D rims. You wont see´em anyway, so why spend polys on them ? As i said, ~ 100 polys can contribute alot to your model. Heck, you can even build some (very) low poly out of 100 tris ... :)
 
Sven
Are you talking about warped planes, or actual 3D rims?

Not sure what you mean by warped planes?

The alloy spoked wheels on the Alto works have depth to the spokes.
The steel wheels on the honda beat, have variable depth pattern, and centre piece (I presume this is what you might consider warped plane).

But these wheels are completely different to that seen on any other car in prologue.
If you watch them in a replay you can see that the rotational effect is completley different from the other cars with flat texture rims.
The rims rotate fratcionally off centred to give an enhanced view of rotation, also when you reach certain speeds the effect that looks like the wheel is in slow motion rewind is also encountered.
The flat 2d textured rims never do this on any of the other cars and you just get a very high speed spinning effect where you can hardly make out the rim centres at all.
 
warped planes mean that it is a 2D image bent into what appears to be a 3D shape.......they still, however are 2D flat board wheels if viewed from the side

robin
 
robin2223
warped planes mean that it is a 2D image bent into what appears to be a 3D shape.......they still, however are 2D flat board wheels if viewed from the side

robin

In that case they are NOT warped planes.
They have 3d appearance from all angles.
 
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