W.I.P. Fiorano

Discussion in 'Tracks' started by MLT, Nov 2, 2017.

  1. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,492
    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 :).
     
  2. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,492
    Oh, and should we change the topic title maybe ? To Fiorano ? :)
     
  3. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    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 :D
     
    Last edited: Dec 1, 2017
    luchian likes this.
  4. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    +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. garage5.jpg
    I know the repeating pattern seems obvious but it's just there to illustrate the "wear" effect textures could have.
     
    Last edited: Dec 2, 2017
    luchian and Pixelchaser like this.
  5. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,492
    Yes, exactly. It's the imperfections that bring life and realism :).

    Sent from my phone using Tapatalk
     
  6. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    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.
     
    luchian likes this.
  7. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    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.
    test12.jpg
    What's missing is the chromed ferrari horse on one wall, and the arched window on top of the red door.
     
    Showmebest66 and luchian like this.
  8. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    And a closer view so you can see the "wear" effect better. Remember this is diffuse texture only. test13.jpg
     
    Pixelchaser and luchian like this.
  9. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    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.
     
    luchian likes this.
  10. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    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. :D
    test14.jpg
    And here with doors removed, just to get the railing out of the way.
    test15.jpg
    Added the AC units, and the Ferrari chromed horse
    test16.jpg
    Horse logo close up
    test17.jpg
    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.
     
    luchian likes this.
  11. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,492
    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.
     
  12. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    Ok thanks, I will give that a try.
     
  13. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    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?
     
  14. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,492
    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.
     
  15. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
  16. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,492
    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.
     
  17. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    for buildings kunos nearly always goes for per pixel multimap_nm for all buildings.
     
    MLT and luchian like this.
  18. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,492
    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 :D.
     
    MLT likes this.
  19. MLT

    MLT Active Member

    Joined:
    Nov 2, 2017
    Messages:
    136
    Likes Received:
    134
    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.
     
    luchian likes this.
  20. LeSunTzu

    LeSunTzu New Member

    Joined:
    Oct 16, 2017
    Messages:
    7
    Likes Received:
    6
    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.
     
: Track mod
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice