Featured TUTORIAL Build your FIRST track - BASIC GUIDE

Discussion in 'Tracks' started by luchian, Jun 14, 2014.

  1. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    I did do that not a huge difference, well yesterday I did I'm going to experiment tonight with various things and see what I can come up with.
     
  2. LilSKi

    LilSKi Well-Known Member

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    What is the detail A texture set to?
     
  3. Johnr777

    Johnr777 Moderator

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    I also see you are using a pretty basic shader... try ksMultilayer_fresnel_nm, that way you can insert a normal map in there too to help make it less flat and more organic looking.

    You can always open up a Kunos track in 3DsimEd and look at how shaders are set, and then open the textures associated with the shaders and see how they are created, and their alpha channels.
     
  4. LilSKi

    LilSKi Well-Known Member

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    Baby steps John... Baby steps...
     
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  5. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Yeah I'm working through it, I'm trying out a texture I found on an rfactor forum they gave a download link for I'm liking it I might look into fresnel now. It's going to be annoying to get the road edge grass to match aha I've got the road matched I think, adjusting the brightness and contrast in Photoshop.

    upload_2018-4-18_22-21-3.png
     
  6. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Only annoying thing is trying to get this dirt to show through more.

    upload_2018-4-18_22-25-37.png
     
  7. Johnr777

    Johnr777 Moderator

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    Yeah... again, I recommend opening a Kunos track with 3dsimed, maybe the drift track?

    Copy the shader info they used, and use their textures as well, mask, details, normal, everything... as a starting point and go from there
     
  8. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    I have opened up Kunos tracks many times I know generally how they do it, but it is just going to be annoying to get everything to match, how will that help me with trying to get the dirt to show through? I can't use their mask as I did specifically for mine although I will go in and have a look.
     
  9. Kibbutz

    Kibbutz Member

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    Actually I'm a chef with a coder/modder background, meaning my free time is very limited but I'm not used to doing things halfway. I'm grateful I have access to max and I'm learning quite fast, but thanks to RTB and 3dsimed I've known AC's work standards, meaning I can mostly focus on them, and thanks to all of you I've already got a lot of tutorials, tips and perfect kseditor shader values, wich I'm grateful for. I'd never expect to reach these results this fast actually, but that doesn't mean I wanna rush. I'm doing the final part of the uphill with a reference picture in the end, since google heights are working and I lived there for 20 years, I don't really need the google texture, and the third and last layout will reach my profile picture, a road where bikes are interdicted because of street racing in the 90s. What I'm really having problem with are buildings, I know how to group them and I know how to collapse materials, but I don't find tutorials about modeling them the right way. In sketchup they come out too "heavy" since I have to do ~50 of them right? If any of you can point me in the right direction I could have a beta in 2 weeks.
     
  10. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Bits I am happy with though @Johnr777 What do you think?
    Playing around with fresnel on the concrete pieces
    upload_2018-4-19_1-10-17.png


    upload_2018-4-19_1-10-46.png


    And the road and edges

    upload_2018-4-19_1-11-37.png
     
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  11. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Right time to look at the grass now aha I'm not happy with it, need to tweak it.
     
  12. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    @Johnr777 Fixed the rgb yes It's because they wasn't all on 255
     

    Attached Files:

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  13. Johnr777

    Johnr777 Moderator

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    awesome! :)
     
  14. Willy Wale

    Willy Wale Member

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    This video uses Blender but shows how to start with a simple shape and make it progressively more detailed. I normally start with a square plane stretched to the size of the floor then extrude it to the height of the eaves, then split the face on the top in two to make the pitch of the roof.

    https://assettocorsamods.net/threads/modeling-and-texturing-a-building-in-blender.722/

    WW

    Edit: speeeling
     
    Last edited: Apr 20, 2018
  15. Kibbutz

    Kibbutz Member

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    Thank you, that's a really useful tutorial but it's too brief about UVmaps, textures and materials, and that's what I'm actually having problems with. I learnt to model quite well and fast on 3ds, thanks to a tool I've done 30+ houses to learn about it and now I can finally get to model the houses I need. But while they works fine in 3ds I got still no results in 3dsimed, kseditor or RTB xpacker, I have to focus on UV and textures cause they're always messed up.
     
  16. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    So a quick one about Polycount I'm doing the physical mesh again my visual mesh is smoothed 2 times this makes the corners look like corners and there's no rough edges. Physical mesh I was debating going 3 or 4 but not 100 percent as I think the poly count might be a little high.
     
  17. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Any ideas about what's going on here I'm thinking shader problem? but I can't fix it i deleted all trees to see if that was causing the issue but it isn't the track is dark and then all of a sudden it will light up in certain areas and flicker.
    Dark
    [​IMG]


    Light and flickering:

    [​IMG]
     
  18. Johnr777

    Johnr777 Moderator

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    when you created your physical mesh... in the KS Editor, did you set the IsRenderable to FALSE? Looks like you have 2 meshes overlapping each other
     
  19. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Yes it is however I did have a mix up with the numbers on naming I might have missed one or two but I normally make sure yes it's on false.
     
  20. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    One thing I have noticed on kunos tracks where the road and pits etc is the map underneath is cut out so it's alligned properly. Are you just using boolean with a duplicated road to achieve that? At the moment my track is laying on top of the road data so it's solid.
     
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