Discussion in 'Tracks' started by LockeNessMotorsports, Jul 27, 2017.
Correct, very easy. Have fun masking everything!
First shader test got to get ready for work now . But I think it looks pretty decent for the first go the grass is ks multilayer.
The downside for doing lines like this is that you loose detail due quickly in the distance. That's why it is recommended to have the lines as a separate mesh on top, and just use a texture with alpha transparency. But you can worry about this later, when you've had enough fun .
yep, that's it. using longer texture sorts the lines at the side and their draws out. so it can work with multilayer. use a 4 x 1 ratio texture for road lines. for example, 4096 long x 1024 wide. its a mip mapping thing that causes it. but this method stretches the mip maps out so they don't draw in so quick.
Didn't know about this one, good trick.
They are a seperate mesh on that one I always do them seperate it's seperate with a 1024x1024 roadline texture.
Should i try using ks multilayer or fresnel nm for the curbs and other pieces or just a ksperpixel nm or ksperpixel multimap?
I use multilayer for just about everything. its more a case of when and where to not use it for me. and that's mostly material based decisions. and for when pixel ratios exceed or require more than 100 pixels per metre detail texturing that is not formed from any blending.
Ahh ok I'm changing the roadline texture now to 1024x4096 as you stated and ok I'll do that multilayer or the multilayer nm?
I'm guessing for my curbs then with the multilayer I'll just thrown in a close up concrete detail texture aswell to give it some variation it's all practice and experimenting which to be honest at the current moment I'm enjoying
well those dimension I use for my whole road, and I "mask" the white line in without modelling it, because you have modelled it separately you might want to do things differently, for just a side strip 1024 x 4096 is overkill. maybe 256 x 1024 for example.
Hey. I'm a 62 year old noob. I think you are doing great. You are on a similar path as me and this is the place to learn. The people here are the best and just keep at it. I learn a lot from your questions.
Hey yeah it's all fun aha I see your from Birmingham I'm from Staffordshire how strange is that aha. Small world
Bit of progress tonight, modelled in the gravel area and added buildings. Also started playing around with some shaders still learning would you ks multilayer fresnel nm all of the ground areas? Offtrack, gravel and so on or what?
whilst you use various textures in on multilayer the normal map is generic over all of it. so the professional job would dictate where you need a change for the multi layer you need to cut that area out and make it its own object and add a new material for every significant change in ground type be it sand , gravel etc. however there are numerous ways to go about it. an exhaustible amount...
That is a seperate mesh I always keep different surfaces seperate to the original model, I modelled it in seperate I'd rather not cut the mesh out with the cut tool because the topology would get all messed up and be hard to correct. That's just modelled with a plane over the top and then alligned to the pits.
More progress finally last week my computer decided to get stuck in airplane mode forcing me to reinstall all my programmes all over again which was very annoying luckily didn't lose files backed up most of it anyway in the event of anything happening. Lodge house/ shop is now modelled just finishing the texturing .
Making progress on the modelling side also it seems. Good !
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Yeah cheers, I feel like i have yes I have a friend teaching me and I'm really happy with my progress I think it does look really good for the experience I currently have.
So we're on to adding a couple of trees now and would appreciate some help, I know they've gone into y trees on here but how exactly do you go about setting the planes up? mine just don't like right aha. Also the trees in the infield might need to work on those a bit to get them right.
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