Yeah the tyrewalls are pretty cool but they’re a bit of a CPU eater, but if I made them lower poly they’d look like rF tyrewalls, which is not what I wanted
You can make the second row basic cylinders instead of individual tire models like the front row and you likely would never notice. Just keep the top of them uneven like the front row.
Hi guys, I'm back. Sorry for the "no news for a while" but real life kicked-in and I had other obligations. Last night for the first time in almost a month I was able to sit down and mod a bit, experimenting with some Ambien Occlusions for a building, trying to find the right setups and parameters to get what I need but not slow down even more. For now, just experimenting. Should be applied more on Sunday. Will keep you posted on the progress soon
Shaping up rather nicely! I remember this track on F1GP on the Amiga (showing my age here!) which was the first sim I ever played.- looking forward to trying this out!
I too had F1GP (World Circuit) on PC a couple of years after it came out, I think I drove months on that Phoenix version
Hi all, me too not dead yet completely so, a quick word and some quick eye-candy, project's not dead, just a bit slow.. It's just SO HARD to get reference pictures that are high quality and accurate to make the correct scenery. But here are 2 buildings, one is pretty badly textured, the other is "passable"
Yeah there are plenty of them, lots with neoclassical ornaments (a real challenge to recreate in 3dsmax) and 20s-50s style modern buildings, a bit like racing in Bioshock above water , but the style is totally that.
I'd say: "a wee bit of progress"... An additional old fashioned building: ...Can anybody here read cantonese ? What does this sign say, and can anybody write it down here please ? Probably some Chinese Restaurant sign in warehouse area of Phoenix way back in 89...
Where are you getting your textures from @Nericksenna ? A really good (free) resource here ,in case you dont know about these: https://www.textures.com/browse/dirty/32120
Really depends, sometimes I just type in the type reference in google and make sure they're seamless. Why? which ones shock you the most ? Else, I find some textures here: https://texturehaven.com/tex/?c=bricks&t=factory_brick
Are you UV mapping these buildings ? Or are these planar tiled repeats? Bricks are tricky to get the repeats out of, even when youve Uv mapped a full wall, but you can paint in variations and add in AO when you have a full wall to work with.
Well, since I needed detail on these buildings that are so close to the track, they are UV mapped with single tiles (remember I use 3dsmax), they’re not baked UVWs but I do box UV map them for descent continuity. I tried the AO maps, and keep getting horrible results, so for now I’m just keeping on making the buildings and when I find a proper AO procedure (I’ve been through so many tutorials that work, but when I do it it messes up somehow) then I’ll get back to it.