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W.I.P. Goodwood Hillclimb is coming!

Discussion in 'Tracks' started by Gunnar333, Nov 28, 2017.

  1. Gunnar333

    Gunnar333 Member

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    Let's see how long this one will take. :whistle:

    a2691209accf601bba8440d5c3f106b8_original.jpg
     
  2. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    Whoooa, biutiful !

    Sent from my phone using Tapatalk
     
  3. Willy Wale

    Willy Wale Member

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    If you haven't found it already, I have the LIDAR for the route.
     
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  4. Gunnar333

    Gunnar333 Member

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    Thanks. I already have LIDAR data included in my project.
     
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  5. mantasisg

    mantasisg Member

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    Thats nice surprise :) I may open my Goodwood Circuit thread here.

    I'm really happy that you have started on The FOS track. Keep it coming :)
     
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  6. mantasisg

    mantasisg Member

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  7. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    Magnificent. The trailer is very well done, with supporting music for a certain tension, and then images from basically every type of racing. This must be the absolute experience for the petrolhead.
     
  8. Gunnar333

    Gunnar333 Member

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    ...and as you can see a lottttt of objects to model. :)
    In real life they need two month to build it all up and one month to build it back.

    Goodwood.jpg
     
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  9. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    ..and looks like you're gonna need a very good model of one of these :D

    straw-bales.jpg
     
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  10. Gunnar333

    Gunnar333 Member

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    Millions!!!
     
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  11. mantasisg

    mantasisg Member

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    For what matters just for driving and basic immersion - not too much really. The most difficult part would be trees IMO GT6 raised the bar for this little hillclimb track. You probably could make use of several nice 3D trees. Well not fully 3D, but 3D trunk with main branches, and then 2D sub branches. That could be difficult. But perhaps simple Y trees and bushes would be ok too.

    A lot of stuff repeats there, large span tent pavillions, spectator stands, flags, fences, hay bales. Of course road itself, terrain, terrain part with the nicest lawn in the world, nice transitional object for transitional texture between road and lawn, that nice wall in the middle of the track, highly detailed physical mesh for road, wall objects which are not rendered, lots and lots of cardboard people, and of course THE house with an art structure. Good for basic. Then some skidmarks, a little bit of groove in sharper curves, maybe something extra, and you have early model.
     
  12. mantasisg

    mantasisg Member

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    yes do a very good basic hay bale. I will also need some of them in Goodwood Circuit :D

    Perhaps I could try to do them too.
     
  13. Gunnar333

    Gunnar333 Member

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    I can send you my hay bale model tomorrow. I'm not completely satisfied with it but I think it will work.

    For the trees at the starting straight I modelled the trunks. Also because they are very close to the track and a checkered "bandana" is wrapped around them.
     
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  14. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    Not sure if you mean publicly or not. But if you are, would you mind "breaking the ice" in this section ? :D
    (please don't feel any pressure, it's ok if you meant that you'll send it to manta).
     
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  15. mantasisg

    mantasisg Member

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    It will be interesting to see. I have some conversation with Fat_Alfie some time ago about hay bales, and he said that you can't really make hay bales to look good in AC, I wonder if it is truth. In Silverstone 1967 they aren't terribly nice, some cubes with ok texture and something like 3D grass around them.

    I agree with Luchian. This thread could really work well for that. After all this is what it for. Some pros are using their project threads to teach, some just to preview, some to learn. Everything goes IMO.

    EDIT:

    Shared assets downloads section looks very nice. I will have to look up if I'll have anything to share some day. Maybe some will find some bits useful. I also wonder if there could possibly be people who would like to work on particular assets, and not whole track models, so it could evolve in some kind of team work for bigger projects.
     
    Last edited: Dec 14, 2017 at 10:19 PM
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  16. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    I think this is a very interesting idea and something I "dream" of, for a long time. Basically since the Shared Assets section was created :D

    Can you imagine if somebody/somehow, would manage to create a good library of shared objects ? It could drastically reduce modelling time for tracks.
     
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  17. Gunnar333

    Gunnar333 Member

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    So what would be the best export format for 3D models then?
    For the hay bales it is important how the normals are set and I don't know if this information is saved e.g. in 3ds?
    I'm using 3ds max but I see some here use blender and maybe also z-modeller.
     
  18. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    Hmm, good question.
    3ds is imported without problems into Blender, but honestly don't know about normals. I guess they would be saved as "normal" normals to faces :D. Will have to try it out when the case, and will compare.

    EDIT:
    Here are all the formats natively supported by Blender

    blender_import.jpg
     
  19. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    Shortcomings of the .3ds file type
    It has been pointed out that, despite its popularity, the format may not be the most suitable for 3D data exchange. Some of the disadvantages mentioned are:
    • All meshes must be made of triangles.
    • All texture filenames are limited to the 8.3 DOS format.
    • The number of vertices and polygons per mesh is limited to 65536.
    • Accurate vertex normals cannot be stored in the .3ds file. Instead "smoothing groups" are used so that the receiving program can recreate a (hopefully good) representation of the vertex normals. This is still a hold-over legacy for many animation programs today which started in the 1980s (3DS MAX, Lightwave and trueSpace still use smoothing groups, and Maya did up to v2.51).
    • Object, light and camera names are limited to 10 characters. Material names are limited to 16 characters.
    • Directional light sources are not supported.
    For reference, here is the list of ID chunks:
    Code:
    0x4D4D // Main Chunk
    ├─ 0x0002 // M3D Version
    ├─ 0x3D3D // 3D Editor Chunk
    │  ├─ 0x4000 // Object Block
    │  │  ├─ 0x4100 // Triangular Mesh
    │  │  │  ├─ 0x4110 // Vertices List
    │  │  │  ├─ 0x4120 // Faces Description
    │  │  │  │  ├─ 0x4130 // Faces Material
    │  │  │  │  └─ 0x4150 // Smoothing Group List
    │  │  │  ├─ 0x4140 // Mapping Coordinates List
    │  │  │  └─ 0x4160 // Local Coordinates System
    │  │  ├─ 0x4600 // Light
    │  │  │  └─ 0x4610 // Spotlight
    │  │  └─ 0x4700 // Camera
    │  └─ 0xAFFF // Material Block
    │     ├─ 0xA000 // Material Name
    │     ├─ 0xA010 // Ambient Color
    │     ├─ 0xA020 // Diffuse Color
    │     ├─ 0xA030 // Specular Color
    │     ├─ 0xA200 // Texture Map 1
    │     ├─ 0xA230 // Bump Map
    │     └─ 0xA220 // Reflection Map
    │        │  /* Sub Chunks For Each Map */
    │        ├─ 0xA300 // Mapping Filename
    │        └─ 0xA351 // Mapping Parameters
    └─ 0xB000 // Keyframer Chunk
       ├─ 0xB002 // Mesh Information Block
       ├─ 0xB007 // Spot Light Information Block
       └─ 0xB008 // Frames (Start and End)
          ├─ 0xB010 // Object Name
          ├─ 0xB013 // Object Pivot Point
          ├─ 0xB020 // Position Track
          ├─ 0xB021 // Rotation Track
          ├─ 0xB022 // Scale Track
          └─ 0xB030 // Hierarchy Position
     
  20. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    After wiki, it seems .obj would be better suited for our situation:

    OBJ (or .OBJ) is a geometry definition file format. The file format is open and has been adopted by other 3D graphics application vendors.

    The OBJ file format is a simple data-format that represents 3D geometry alone — namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices. Vertices are stored in a counter-clockwise order by default, making explicit declaration of face normals unnecessary. OBJ coordinates have no units, but OBJ files can contain scale information in a human readable comment line.