“The Famous F40” Vector Illustration
blog.gingerbeardman.com
blog.gingerbeardman.com
I remember trying to use the "blend" feature to see it morph into a simple geometric shape, but finding out it wouldn't work because the shapes were grouped. So I tried to ungroup them, and well, our poor 16MHz LCII with 4MB of RAM took a looong time to show all the objects and their respective bounding boxes, bézier node points and the like (just like he shows in the video! What an amazing mess).
I did not know there was a whole story behind it, I'm very glad someone took the time to do a writeup about a sample file of all things -- but a legendary one, for sure.
> "Maybe this will transport you back through time to when you were young!?"
It absolutely did, it absolutely did. Thank you so much for this post!
> System 7.5 and 64MB RAM
Phew, in 1994 I remember feeling lucky to use a color Mac at school. 64MB RAM though! Wow.
The antialiased 20-megapixel version is so great to see as well. So many of these crops would make neat little sectional wallpapers even.
The story reminded me...back in 2006 I was hired to do some 3D illustration work for my municipality. I believe I got those renders up to 25 megapixels in the end, after a FOSS developer friend wrote a rendering plugin that leveraged the disk and not just RAM (thanks Nik!).
The final poster print is still on my wall to this day, but it was much, much more fun to scroll around the imagery on the computer and view all the little details. I hid some easter eggs in there that are still fun to mention to people.
Mentioning megapixels, on the other hand, mattered to precisely nobody back then, at least nobody who worked on the project. In fact I still had print designers "confirming the DPI of the artwork you sent" long after we had agreed on the necessary pixel resolution for the digital art. Funny times.
(There was more, too...megapixels didn't matter, ambient occlusion didn't matter, raytraced roughness and soft shadows didn't matter, lighting rigs didn't matter, custom hand-designed procedural textures didn't matter. Ugh! The frustration of learning the special aspects of some exciting new interest, and then only being able to type excitedly about it online in niche forums...)
I gotta say I really love, in this particular F40 illustration, the way the specular reflections in the mirrors would seem to indicate that the car is resting on a cloud, high in the sky...
I wonder if kids today get fascinated by cars these days like a bunch of us got back in the 80s with cars like the F40, the 959, the Testarossa or the Countach. And if so, what are those cars.
An off-the-top of my head (recency biased) selection:
GMA T.50, Aston Martin Valkyrie, AMG One, McLaren Solus, McMurtry Speírling, Pagani Utopia, Koenigsegg Jesko.
It's not the same as the 80's, the birth of the supercar and the fight for supercar supremacy, but it's still fascinating and just as out-of-reach as it was when I was drawing F40s as a kid.
Car culture is alive and well, but it isn't all dreaming about Lambos and Porsches. It is more nuanced and creative, with modified cars as an art form living a strong life.
Today you can just look up a YouTube video of the full tour and not much is left for the imagination.
I'd wager it generates less excitement.
Many young people today seem to have a similar superficial knowledge of cars from computer games, but oddly little depth of knowledge about them other than their in-game dynamics.
Look at McLaren, Koenigsegg, Pagani. But also Ferrari and Lamborghini still.
To be honest I wonder if kids follow them more than adults. It may be similar to dinosaurs, where peak knowledge and interest happens at around 8 years old.
As a kid on my Atari 600 XL I realized by myself that I could buy graph paper / grid paper / coordinate paper at a shop near my house and came up with the idea to use a "glass" table (a table where the top is made of glass) and a lamp underneath the table, to then note the coordinates of the Porsche 959. I took a picture from a 959 from one of the car magazine I found and meticulously wrote down the coordinates of the most important lines of the car so that I could then encode the coords on the Atari 600 XL.
I kept this graph paper with the 959 for a super long time and I'm so sad I eventually threw it away.
I'd do this kind of things while I was on vacation, far from my computer.
Being twin-turbocharged was a major differentiator for the F40. Yet here I am seeing a whole lot of brackets, hoses, and bolt heads, but no sectioned turbo parts. We even get to see a pile of banal gears in the syncromesh gearbox, but no 100,000+RPM wheels that in large part make this car so iconic, BAH.
If that is true, then what is visible or not is down to Ferrari themselves. Maybe they were keeping it secret at the time?
I only see debate as to which features in the illustration correspond to which prototype/market etc. They're basically trying to fit it to a specific variant.
The article [0] linked by TFA says this:
> The original was the culmination of David Kimble’s six-month tenure at the Ferrari
> plant combing through technical drawings, specs and other design materials.
Which leaves me with the impression that David Kimble had substantial creative license in producing the illustration...It seems silly to think Ferrari would be hiding the turbocharger internals... the illustration clearly shows turbocharger systems like intercooler, wastegate, all the plumbing, and glimpses of the turbo housings. Just no compressor or turbine wheels, mildly disappointing omission of detail in what should be a highlight of the F40.
[0] https://www.canvasgfx.com/blog/driven-by-design-david-rumfel...
And CorelDRAW! to manipulate them: https://archive.org/details/coreldraw8-disk
e: You've probably seen some of them irl like on every dry cleaner window in San Francisco: https://s3-media0.fl.yelpcdn.com/bphoto/8m_SI-37Q2DjjLqn_QXK...
The simplest form of AA is linear 2x which requires 4x the raw rendering computing power. The kernel applied is [[0.25 0.25][0.25 0.25]] where each cell represents a neighbor pixel in the expanded virtual frame reduced via a scalar sum.
[1]: https://docs.google.com/document/d/17Gq-huAf9q7wA4MRfXwpi_bY... [2]: https://en.wikipedia.org/wiki/Xiaolin_Wu%27s_line_algorithm
Originally it was called ArtWorks and ran on 8MHz Acorn Archimedes with 2MB RAMin 1992! I guess it used an anti-aliasing solution like this? http://www.cconcepts.co.uk/products/artworks.htm#:~:text=Art....
There are lots of fun Deneba articles on my blog. Including using tools only meant for Canvas in artWORKS and vice versa.
https://www.spoon-tamago.com/toei-project-unseen-maintenance...
I agree that it does seem like the newer boxy aesthetic is trying to make a statement that train travel is for industrial goods only, not for people. Just why The Establishment would want to discourage cheap and easily-accessible passenger train travel in the late '60s and early '70s is left as an exercise for the reader: https://goldenstatswarrior.substack.com/p/the-great-migratio...
edit: checked and confirmed page working OK for me in Firefox 115.0.2 (64-bit) on macOS 12.6.7 Monterey.
So, I just added a Downloads section to the page: PDF (2MB), original Canvas files as SIT (10MB) and a link to the containing CD-ROM (400MB; this was already linked from the article but I've repeated the link for ease of use).
SVG did not exist when this illustration was created, EPS was the most portable format, but even that involves some "rendering down" from the complex objects supported in Canvas.