Has it realty been 12 years since my last update of the model? What happened?

A combination of technological failures and me having kids had put the project on hold.

Technological Failures
As the model became more complex, especially when I started adding seats, one of the programs I relied upon (3D Studio Max) became overwhelmed. It became impossible to display the complete model without program slowing to a crawl. Without an effective way to navigate the model, work ground to a halt.

Having Kids
My wife gave birth to twin boys in 2010. I don't think I have to explain how that impacted the time available to work on the model. I always thought I'd complete the model eventually. Now that my kids are older, I'm getting back into it.

Getting Back to Work on the Model
Things have changed dramatically since 2012. My kids are teenagers now and 3D modeling technology has progressed. With the advancement in gaming technology and graphics cards with their own cores and faster memory, it's now possible to work with much larger models. Another area of advancement has been with software, specifically gaming engines. These have advanced to the point where they can display vast 3D worlds in high resolution at real-time frame rates.
While I still rely on 3D Studio for assigning materials, I've transferred the model into Unreal Engine 5. So far anyway, it's unphased by having the entire model loaded including the upper deck seats. I can now move through the model in real-time. I've even experienced the model with a VR headset! My ultimate plan is to compile the model into a game and distribute it to people so they can experience it themselves.

The Challenge of VR
I've only been working with VR for a short time, but it's become apparent that being inside the model raises challenges I hadn't thought about when I was just rendering individual frames. For one thing, the level of detail needs to be higher because your point of brings you much closer to objects. This means that not only must the geometry be more detailed but the texture mapping needs to be more sophisticated. That's something I'm going to try to work on as I continue to build the model.

As always I'm on the lookout for reference materials.
If you have any drawings or other reference materials you think would be of use, or have a suggestion, please let me know. You can contact me at: rfkaplan@digitalcentrality.com.


Thanks and I hope you enjoy the model.



Here are images and videos of the model as of 08-31-24


Tranfering the model from 3DS Max to Unreal Engine
Unreal Engine has developed it's model import capability to make the transfer of geometry from 3DS Max much easier. Some rework of textures has been neccesarry and is ongoing, so you may see some texture maps missing for a while.

Animated Flags
One of the great things about having the model in a gaming engine is that it doesn't have to be a static. Things can move around and visitors will be able to open doors and interact with the model in various ways. I found a great plugin for Unreal that makes it really easy to animate flags, of which thee are at least 38 in and on the stadium. The plugin makes use of animated textures which have the advantage of being very economical in terms of system resources.


I added the weather vane on top of the flagpole near the monuments.

Foul Poles
The foul poles have been added. Based on revference images I've been able to find, they appear to be as tall as the top of the facade. At some point, maybe the 1967 refurbishment, they were extened in height.






Field Wall Padding

Here's the left field padding.




Here's the right field padding.







Tarpaulins
I used 3D Studio's cloth simulator to drape the covers on the tarpaulin drums. The result isn't quite right, but I'm going to go with it for now.