W.I.P. Mexico 67 Conversion/Scratch Project

Discussion in 'Tracks' started by Ricardo Rey, Aug 7, 2017.

  1. Johnr777

    Johnr777 Moderator

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    Honestly, I wouldnt focus too much on dead on accuracy, focus on subdivision and smoothing of those corners. What are your concerns with curbs/kerbs?

    Also an idea for the surroundings would be to use RTB and its google earth capture feature. I know the buildings and houses have changed, or more construction, but the terrain should still be the same, no?
     
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  2. Ricardo Rey

    Ricardo Rey Active Member

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    Thanks @LilSKi. I'll try it. That makes sense.

    @Johnr777 . I lived in California most of my life and went to Mexico City around 1998 and saw the track. That area is fairly flat, in a basin. The camber of the track was man made I'm sure. I tried to use the RTB data and the track fit nicely. There are more trees, billboards, and buildings around the track than I have seen in sim tracks. I hope to minimize the use of too much terrain and add the mountains in the background. [Wish I had pictures from my trip there. Too much tequila I guess].
    I agree that it doesn't need to be dead-on accurate. My goal would be simply fun to drive.
     
  3. Ricardo Rey

    Ricardo Rey Active Member

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    No smoothing yet... Mex67.2017.08.08a2.jpg

    Star ship Enterprise
     
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  4. Johnr777

    Johnr777 Moderator

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    It’s basically finished! Throw some textures on it and let’s race! :lol:
     
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  5. Ricardo Rey

    Ricardo Rey Active Member

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    It would go much faster if I knew what I was doing!:eek: There is still a lot of "junk" stuff that I am trying to edit out. I feel more like a surgeon. I'm still getting used to the layer function and sure doing it the wrong way.
     
  6. Ricardo Rey

    Ricardo Rey Active Member

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    I have separated the track from the terrain putting it on a different layer. Is there any reason not to delete it from the terrain layer? The dark area is obviously the track and thought I would ask before I remove it. I realized too late that I did a copy instead of move. There is a lot of extra polys for some reason on the outside edge. I guess they wanted to make sure the cars didn't fall through the track.:) I suppose it is the fence/armco line.
    Mex67_2017.08.09b4.png
     
    Last edited: Aug 10, 2017
  7. LilSKi

    LilSKi Well-Known Member

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    Moving objects between layers is simply to organize things. It serves no other purpose.
     
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  8. Ricardo Rey

    Ricardo Rey Active Member

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    @Johnr777 . I read your bio piece. Impressive. You should fit in real well here. These guys are the best there are IMO. I could feel intimidated as a rookie, but they put up with me and help a lot.
    Welcome!
     
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  9. Johnr777

    Johnr777 Moderator

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    This kind of community support and guidance is very rare, I feel at home!
     
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  10. Ricardo Rey

    Ricardo Rey Active Member

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    I think it starts with a good administrator, good people, and a care for AC. OK. Now get to work!:lol:

    You weren't far off when you said texture it and let's race (except for the race part). I think it's ready to start texturing. This will be uncharted territory for me, Blender and AC. So off to tutorials.
    Mex67_2017.08.10a.png
    Much smoother now. I still need to split up track and replace GPL textures.
     
    Last edited: Aug 10, 2017
  11. Johnr777

    Johnr777 Moderator

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    Its coming to life!

    The inner part of the hairpin look great, the outer park could use more faces, kinda blocky
     
  12. Ricardo Rey

    Ricardo Rey Active Member

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    Agree. The center of the hairpin, the little mound, is hard to edit as well. I can't zoom in close enough and think it's separated a bit.
    MexHairpin.jpg
     
  13. Johnr777

    Johnr777 Moderator

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    Oops, I meant to say the outer part of the turn, the mount and inner part looks good IMO
     
  14. LilSKi

    LilSKi Well-Known Member

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    Stop using perspective view and use orthographic view. Hit the 5 key of the num pad to switch back and forth. In orthographic you can zoom in as close as you want.
     
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  15. Ricardo Rey

    Ricardo Rey Active Member

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    Ah. OK. Got it...
     
  16. Ricardo Rey

    Ricardo Rey Active Member

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    I received a few photos of the track from around 1959-1962 and started making adjustments to the track. I have started a complete scratch version because it seems easier than adjusting the GPL track. To be honest I'm not sure which I will use. This could end up being a complete scratch track. I may just through some textures on the conversion and call it done if I do continue the scratch version. Any thoughts?
     
  17. Johnr777

    Johnr777 Moderator

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    I wouldn’t spend too much time on that conversion... how close is it to being done?

    If you do decide to release it, I can help with the textures
     
  18. Ricardo Rey

    Ricardo Rey Active Member

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    It would have been done sooner if I had not modified the track. I just need to put back some objects that are now out of place because of the modifications. I will get the conversion done ASAP.

    I am getting motivated to do the scratch as well. The black & white photos are pretty good.

    I'm holding back some of my better photos,:) but here is a 1958 photo with the pit area and final corner. (top left) Flat as glass.
    1958-méxico-city-canterbury.jpg
     
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  19. fbiehne

    fbiehne New Member

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    Nice to see you posting your progress here. As I am also new to track modelling it’s helpful to see how you progress and do things. Can some of the more experienced guys here name helpful tutorials on texturing a terrain or the road? That’s the part I’m quite unexperienced. Especially roads with different skidmarks on it etc.
     
  20. luchian

    luchian Administrator Staff Member

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    It's true that "some" texturing experience is needed.. Unless you are @Pixelchaser , I think many modelers (myself included) have some difficulties in this area. However, this is especially true if you like to create them from scratch. But I would recommend to take into account (and USE) the capabilities of Assetto Corsa's gfx engine. Meaning that textures are prepared separately, and it's actually the shader that blends them together. Have a look HERE, for the road. As for source textures, there are already some resources here in our downloads area, but you can also look elsewhere, like textures.com (the old cgtextures.com).
    Skid marks, are added as a separate mesh, over the road mesh. And it uses a simple alpha texture. See more HERE.

    Sorry @Ricardo Rey , don't mean ho hijack your thread :nerd:
     
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