Working on the tunnel leading from Place Du Carousel to the junction of Ru De Rivoli & Ru De Rohan. The gap is 3.29m across, apparently he took this at 65mph..I may make it slightly narrower . The traffic light was placed on the left in the original. These are just block-outs, proportion and detail need tweaking.
If someone converts that Ferrari 275 GT model to AC with authentic sounds...I'll make a showroom for it
So, you have the model already with the right rights, right? (aka to be able to include it in AC) What is the current poly budget ? What does it need ? At this point it's just a 3d model so everything needs to be done to bring in AC ? Or.. ? Sent from my phone using Tapatalk
Haven't a clue about rights, there were no details in the file I found. I think it's around 600,000 faces, and no UV maps, It's easy enough to get the meshes into the game, I just haven't had the time or inclination to figure out the shaders, the sound is the only thing I really need. I have some client work on now so what little free time I have I prefer to work on the track, I'm not car modder by any stretch of the imagination.
Ok..small observation: In the original video the entrance of the tunnel looks much narrower, there are two distinct objects either side of the road and the curb edge is further away from the wall: No sign of them in recent photo's I *think* they may be two of these: They didn't move the tunnels ...meaning that tight gap just got a little tighter
True, I'm going to have to block off the other tunnels, or put an invisible wall inside of them...this is what I'm seeing now, maybe a few inches smaller with the taper at the base. Hmm, the shape and height of the tunnels are different from the front entrance, they are wider and the top arch is lower down...more tweaking needed.
ill happily do the shaders on the car! actually I insist ! "pretty please" just the wireframe and various ambient occlusion layers required. / ive always had a fascination with what I call "lane" racing. a choice occasion between 2 cars etc. some of the old PGR games pulled it off very successfully. and I have to say if you make a unique style track, please try make something that is properly idiotic regards safety realism . its great fun with obstacles and the notion and emphasis behind road choice comes through nicely.
Coolness...are you good with just basic flatten mapping and packing? I'd rather stick needles in my eyes than unwrap this thing. There are no decals so it should be fine.
depends. need to see it. try it, etc. these things never go to plan. ive thought about just how bad it could be and I think with a global mapping method we could pull it off. in the shader we would use, there is auto global style mapping for the detail channel, and fuckit, we just avoid ambient occlusion and use similar mapping for the main diffuse. I do think it would be nice to do the car properly too..
No, you're right, I'll do it properly when I get time, got all the fiddly bits done anyway, just the body to cut up and map.
I haven't been able to touch the track for nearly two weeks, I finally got a few hours in on this today. Still on the Place Du Carousel tunnels, a bit of a challenge modelling these in low poly, there's so much detail on the buildings.
Sorry if I'm impatient but this project deserves impaciency. What sort f releasedate are you thinking? And I don't know if I missed the part in the thread, but I remember a garbage truck standing i the middle of the road so our hero has to swerve into the incoming traffic-lane. Will you replicate things like that, too?