I think that modelling and mapping looks very good already. Imo, what will make the biggest impact will be the "wearing" of the textures (that can wait the final step, of course). At this point everything is too perfect, too new. There is no dirt, no scratch. Even if this would miss in real life, it's still a good idea to include it, because it adds to the realism; or better yet it breaks the perfection. Have some look here for inspiration: https://www.textures.com/category/buildings/1926 And this one (one of my favorites, to explain the basics): http://bct.me/tutorials/realistic-texturing/ But you can ignore it for now, it is something that can be done at the end. By you, or by a texture artist willing to help . Keep up with the modelling and UV mapping .
Yes indeed. You are right about this, I just haven't gotten to that part yet. Thanks for the info though For me the most important part at the moment is to get the UVs right. After that it's just interchanging textures, colors, etc. The final part (polishing) will include making everything look more natural by bringing in dirt, scratches, etc. And yes I think we should change the title to Fiorano. Thanks again for your support. EDIT: BTW, all maps at the moments are missing AO, Specularity, Roughness, and such. Final version will be sweet, I hope
+Luchian, you were looking to see something like this? I've stepped the roof up a notch (added some grime n' stuff), not final but more representative of what textures and objects should look like in their final stages. I know the repeating pattern seems obvious but it's just there to illustrate the "wear" effect textures could have.
I'm bringing the garage to its final version, with all bells and whistles, for it to be the role model for the rest of the objects. I think this will help anyone to envision how the track will look like when it's finished. I'll let you guys know when it's ready.
Meanwhile I'll leave you with a little update on the garage model. I've added a few more things and we are getting real close to completion modelling wise. I've beefed up the textures ( dirt only, for now ). I'll be getting into the KS shaders now. What's missing is the chromed ferrari horse on one wall, and the arched window on top of the red door.
Also, I'm entering the phase where some objects need to be changed or added, depending on the era. For instance back in the beginning, they had 2 sponsor billboards, where today they have the chromed horse. Also will be making the interior of the garage, for the 1972 layout. I already have some stuff modeled.
Ok only need to add that damned arched window, but the rest is completely done, I think. As you can see, for the 1972 version, there should be no glass windows for the gates, and here you can see that it has an interior (empty). The Ferrari's fit in very nicely. And here with doors removed, just to get the railing out of the way. Added the AC units, and the Ferrari chromed horse Horse logo close up I think this model is pretty much done, now I will move to shading this nicely and that would be it I think. Any suggestions are welcomed people.
Looks good, not as "bland" as in the beginning with the clean texture. I would consider as well an AO map. I think it would add yet an extra layer of depth.
Been looking for a shader thread, haven't found one. So I'll just ask you here. I've been checking out the shaders, but I'm not sure if there is one that will take a specular map in. Is the only way to control specularity by means of values in the KS Editor? What about roughness maps and such, how do you implement these with KS shaders?
Have you seen this ? You can use the multi-layer shaders. The specular would be typically in the alpha channel of the diffuse. Have a look at the one used for road, it should make sense after.
Ok cool thanks, actually not really. I think I just browsed through too quickly. I've found this one to be useful, it explains the shaders well with screenshots. http://www.assettocorsa.net/forum/index.php?threads/track-materials-shaders.10174/ So basically the mask's range goes from 0 (opaque) - 255 (transparent)? Not quite sure I understand how the mask works here.
Not sure all the info in the thread on AC still applies. I seem to remember there was a change at some point, but it might also be that I remember wrong. In the meantime, have a look at the ROAD shader, I think it will make it clear. The mask is basically like a map telling the shader where to show the detail textures (if you use them). You don't need to use all the channels.
This actually gives me an idea about what is missing: a thread/post about what shaders Kunos is using on what objects. This can be very useful I am sure, as we work on the models inside SDK Editor. Soon(TM) , of course .
Alright, thanks for letting me know. Yesterday evening I was just checking out multimap_nm. I'll post an update once I've finished the specular and roughness map. Thanks again for your help guys.
Perhaps the walls should have their own texture, with the bricks as a detail texture, in order to avoid the pattern repetition and get some AO depth around the windows, AO boxes and such.