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Views: 24,421  ·  Replies: 35 
> Initial D scene recreation with 3DS Max
Posted: Aug 15 2012, 07:37 PM

Akagi's LanEvo Killer

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Agreed with everyone else, amazing work on this. Really hope you consider recreating other first stage/second stage battles!!

thanks for sharing smile.gif
Posted: Aug 23 2012, 12:32 AM

IDW Okamisan

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Oh wow! I am really impressed and I'm with everyone here. You ought to make more of this, for epic justice. I would really like to see one of the First Stages races redone!

I know it's probably really hard but, if you could reanimate the AE86 vs FD3S race (or even just their first encounter) I would be really grateful so, please give it a thought, ok?

At any rate, great work and, again, thanks for letting me know about this!
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Posted: Aug 24 2013, 12:06 PM



This post has been edited by Dorifuta on Aug 24 2013, 12:09 PM
Posted: Oct 13 2013, 05:56 AM


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That's was awesome man cool.gif
Posted: Oct 13 2013, 02:29 PM

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Wow PacoChan, that is an amazing job you did to re-create that all.
Posted: Oct 14 2013, 05:27 PM

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That was absolutely INCREDIBLE. I don't any issues. The new way you portrayed it made it MUCH and I mean MUCH more epic than the original. The car bouncing around in the mud was amazing. It seemed more logical and looked much better. I take my hat off to you for making my day more awesome. Please make many more! I think the first encounter FD3S vs. AE86 recreation would be amazing. On top of that, a recreation of the FC3S vs AE86 and EG6 vs AE86 would be good too. happy.gif

This post has been edited by TranceKitsune on Oct 14 2013, 05:28 PM
Posted: Oct 16 2013, 06:18 AM


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Posted: Oct 16 2013, 09:21 PM

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I've seen this video before and it never ceases to amaze me.

Btw, why does rendering take such a long time?
Nomake Wan
Posted: Oct 17 2013, 06:34 AM


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QUOTE (PWNatorPWNED @ 9 hours, 12 minutes ago)
I've seen this video before and it never ceases to amaze me.

Btw, why does rendering take such a long time?

Without getting too deeply into the math of it, it's related to just how much detail there is in every aspect of each frame...and that's just static things. For instance, how many 'points of detail', if you will, are in each dirt particle? How much detail is in the cars--is the entire car modeled inside and out in every scene, or do you cut corners by having an 'exterior' and 'interior' version?

Then it gets more complicated. If you're not just creating a static representation--which can take a long time, and can look awkward if you don't know what you're doing--but instead are relying on a physics engine to 'fill in the gaps', so to speak, then you're also running constant calculations every frame to figure out how every object with collision reacts to every other object with collision. How far is your physics calculation going? Are you only calculating gravity, or are you also calculating fluid thermodynamics (i.e. the cars actually passing through the air)?

There's a reason why Pixar has render farms. Video games are relatively 'simple' because they pick and choose what to calculate and make sacrifices during rendering each scene in order to maintain a 'playable' rate. Rendering a scene for later playback at full detail takes orders of magnitude longer.
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Posted: Jun 14 2014, 11:50 AM

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Very nice, thanks.
Posted: Sep 20 2014, 12:28 AM


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Great work! I really liked it! It must a little difficult to do.

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