Saturday, February 22, 2014

Wrestlemania XXX

Welcome to Wrestlemania!

With news coming out that Hulkamania will be walking as briskly as his walker allows him to all over Wrestlemania, one must ask themselves - whatcha gonna do?

Well, I'm going to make the set.

Unfortunately I don't have a great deal of time to dedicate to it, and the absence of a model of the Superdome (of usable quality) makes it very difficult. However, I am going to have a go at it.

The main focal point is an 18m high fleur-de-lys. Wrestlers enter through the base of this. Two videoboards extend out from either side. There's still a lot I want to do but it is very difficult unless I can accurately represent where everything behind the set is located. Expect though a lot of light and a lot of colour.

I apologise for how harsh the yellow lighting is - it will be toned down but I wanted to emphasise the shape of things.

Early render of the model.

First lighting test. I am pleased with how clearly apparent the fleur-de-lys is even from a distance.

Some more videoboards added.

Experimenting with some lighting tubes running along the trusses. I like it.

Angled view of the set with more lighting added.

Front on view of the set.
Feel free to provide feedback.

Thursday, February 13, 2014

Istanbul Park, Istanbul

The first of the 'classic tracks' I will upload is Istanbul Park.

Nation: Turkey
Locality: Istanbul
Track: Istanbul Park
Purpose: F1 race host (2005-2011)
Lap Record: 1:24.770 (2005)

Overhead shot. Start-finish straight is on the bottom.

Angled shot

The start-finish straight. The track drops away from drivers into turn 1 making braking here difficult and easy to lock up. Aim to brake just before the dip.

Once the driver makes it through here, there is a long, curving, uphill section to contend with. The car is constantly pulling toward the outside of the track making it difficult to stay on the road.

Turn 4 sees the track drop away again, aiding in getting a good drive away.

But be careful - coming up soon is a double-left hander. Easy to run wide

The famous turn 8. A quadruple-apex left hander ensures the drivers neck muscles are strained to the limit.

A left-right chicane follows this, providing good overtaking opportunities as well as a chance to launch yourself down the DRS straight.

The end of the lap features a slow and tricky left-right-left sequence. Be careful on the throttle here as a car can easily run off the road.
 Unfortunately there will be no video of this circuit as my controller has no battery and driving by keyboard is interesting to say the least. Take care and happy modelling.

Tuesday, January 28, 2014

Circuito de Jerez, Jerez de la Frontera

I strongly hinted on New Years Eve that my blog will have a slightly different focus. I provided a teaser picture last August. I spoke about the project last December and January. It's been well over a year in the making, but it is finally here. My grand project.

This project involves a recreation of every single circuit on the 2014 Formula One calendar, along with several additional circuits. These are not photo-realistic models - these are representations designed to better delineate the differences between track/grass/gravel run-off and that. Each will be textured accordingly.

Included in each post will be a series of images highlighting the key aspects of each circuit, different aspects of the track history, and on some, you'll get to see me drive a lap of the circuit in F1 2013! (Please note: actual lap recorded for purposes of uploading may not be very good). The basis of each of the circuit models comes from the different F1 games, along with GRID and such. These are then feverishly edited to present this.

Enjoy.

Nation: Spain
Locality: Jerez de la Frontera
Track: Circuito de Jerez
Purpose: F1 race host (1986-1990, 1994, 1997), F1 Pre-Season testing circuit (current)
Lap Record: 1:23.135 (1997)
Typical lap-time: 1:19.000 (2013)

Overhead shot. Start-finish straight is in the middle.

Angled shot.

The start-finish straight. Turn 1 is quite steep and the opportunity exists for late braking into the turn, making it an ideal overtaking spot.

Turn 1 as the driver sees it - it is still quite steep from this view.

Turn 2 - Deceptively tight and it's very easy to get eager on the throttle and run wide.

A high-speed change of direction makes it very easy to run wide through this corner.

The hairpin is another of those corners that one finds themselves over-eager on the throttle. Back off and open up the section from here because it's long and near full throttle.

The final turn. Stay clear of the inside of the corner to begin with - it's far more important to clip the apex through the second part of the corner and launch your car down the start-finish straight.

Despite the relatively flat nature of the circuit, the track is surrounded by hilly areas. The track is highly abrasive, making tyre management critical to success at this circuit.
And now - my lap of the circuit showing you pretty much the exact opposite of what I told you before. Enjoy.

Sunday, January 19, 2014

Sporthalle Praha

Sporthalle Praha is a 1,470 seat indoor, multi-purpose hall located in Prague, Czech Republic. It features a netball, handball and tennis court configuration, with the possibility of fencing, basketball and numerous other sports. It is designed to supplement lower-level event hosting within Prague (with the O2 Arena retaining the major events).

Clay court tennis

Netball

Handball

Exterior shot

Wednesday, January 15, 2014

Ederleigh FC Stadium

The finished product
Welcome to 2014.

I actually finished this project two weeks ago but have not gotten around to uploading the images yet. I've actually also got another finished model ready to go, so you should see images of that soon too. Really pleased with the quality of the work given the short amount of time I have dedicated to each project - in the vicinity of 3 hours each.

One thing, from this point forward I will be changing my detailed tree model to the smart tree made by Andeciuala. I think it's quite impressive - small polygon count but the result is better than most with a higher polygon count. And it renders quite well too ;)

Anyway, the rest of the images. 

Some landscaping work taking place
View from the stands

Presentation image

Presentation image

 

Tuesday, December 31, 2013

Ederleigh FC

First off, a merry Christmas and happy New Years to each of you, I love you all.

Ederleigh FC's stadium, still to be named, is a concept for a ~10,000 seat stadium, suitable for a League Two team. I envisage it as an older ground, with bleacher-style seating surrounding three sides and a somewhat more modern main grandstand. Work is (slowly) ongoing, but I am having a lot of fun with it which is something that's been missing.

Anyway, the pics.

First grandstand, running along the length of the pitch. Capacity 2184.

Zoomed in

With three sides and two corners.

Focussed on the corner. One of the scoreboards up on the roof.

Main grandstand in position.

A view of how it looks now. One can see the open boxes with yellow seats and behind that media seating.
Stay tuned for 2014, too, as it promises to have more updates and a slightly new focus.

Tuesday, November 19, 2013

TUTORIAL: The perfect stadium corner section!

I apologise for the title.

Truth be told, there is no such thing as a perfect stadium corner. Next time you're at the game - take a look at the corner sections. There are seats sticking out in every direction. It's unavoidable. But for a modeller, who often will not include representations of a crowd which mask this effect, it's ghastly. So I am going to show you a few techniques to make it look slightly less bad.

I recently received another request to write this tutorial. The individual brought up an old model of mine from 5 years ago - and the corner section uploaded here. How can one make a smooth corner like that?



First, I will start by teaching you how to make the corner section like that in the link above. Start by making the section shown on the left in the above image. There are two key factors to making this effect work here. Firstly, you need to maintain a constant row depth - it looks disjointed otherwise. Secondly, you need to make sure that the length of each row is EQUAL to the row in front of it plus the length of a seat. In this example, row 1 is 0.5m wide, row 2 is 1m wide, row 5 is 2.5m wide and so on, for a 0.5m seat. It sounds really more complex than it is.

Repeat this process for the entire length of the section. In this example, this section runs as an extension to the main stand - you'll see an example of what I mean later. Next, repeat the process on the other side of the corner, as shown on the right in the above image. This will produce a mirror image on the other side. Now, just connect the two sections you have at the moment to make the central section, and the basis of your corner is complete. Check your model looks something like what is shown below.
 OK, so now we start adding the seats. Once you get the hang of it, you can add the seats at the same time but for this tutorial it is better to repeat the process and learn it. Start by placing one seat in row 1 of the left section.
 On the next row back, two seats.
 And repeat until you reach the back of the stand.
 Repeat on the other side.
 Now we fill in the central section. The key here is to ensure that you centre the seats so that there is a bit of a gap on either side. For example, if you can fit 9 seats in a row, the middle of the fifth seat should sit on the midpoint of the row. In this example though, my stadium features n-1 seats per row, where n is the row number. That means that on row 1, there are no seats, row 2 has 1 seat, row 10 has 9 seats. You may find this works for you, but in most cases it wont.
 A top-down view of the stand.
 It's far more likely that you will end up with something looking like this image above when you make corners. It's ghastly, yes. So here are two tricks that help mask it.
 Firstly, where there is a lot of space between seats in the corner, straighten out the corner and add an extra seat there. As you'll see above, I positioned a seat in the corner and extended the row behind it to line up with the back of the seat.
 You'll see several examples in the image above. Better already.
 This next technique is time-consuming but realistic and produces good results. For this tutorial I did only a few rows and coloured the seats yellow so you can see what I did. To do this, work out the distance between the edge of the seat next to the step there, and the corner. In the example above, the seats are 0.5m wide, there are 4 seats and the distance is 2.154m. Delete all the seats in the row except the one next to the stairs. Now, get the calculator out and divide that distance by the number of seats in the row. For this example, it is 0.538. Select the seat that is still remaining, and hit the shift key and move it along the row 0.538m, before hitting x3 and enter to create 3 additional copies (remember this technique?). Repeat the process for each additional row.
A view of how it looks zoomed out, in comparison  to how it looked before.

Making corner sections pains many modellers - some even go out of their way to avoid using them. But with some practice, you can make them look reasonably good.

Happy modelling!