W.I.P. Ascari Race Resort - Ronda, Spain.

Discussion in 'Tracks' started by liquido, Apr 16, 2015.

  1. liquido

    liquido Active Member

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    Nice work with those textures, I discover a method 100 times faster than I do before to redo the UV mapping.

    Some captures.

    [​IMG]

    [​IMG]

    Thanks to Willem I find a way to do it faster, maybe next week all the new UV mapping will be finished and I can move to another point.
     
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  2. Pixelchaser

    Pixelchaser Well-Known Member

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    itll look like the last one i expect :). i don't churn out final material for the track, just good placeholder. all that perfecting can come last.

    ive a visitor today, a relative from new Zealand not seen for 37 years. so might not get to much work in this coming week. but we will see of course. I was hoping to get really stuck in this coming week.
     
    Last edited: Jun 28, 2015
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  3. Pixelchaser

    Pixelchaser Well-Known Member

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    Liquido are you lofting from an edge made spline ?
     
  4. liquido

    liquido Active Member

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    No spline in my blender file becouse I loose the spline once I export from BTB... one script for previous version of blender.



    I want to finish this to work on the cambers and final version of the road.
     
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  5. liquido

    liquido Active Member

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    UV mapping for grass meshes is done.

    [​IMG]
     
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  6. liquido

    liquido Active Member

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    New UV mapping for GRAXX meshes for split 1 and 2 finished... tomorrow will work on split 3 to finish it :)


    BEFORE

    [​IMG]



    AFTER

    [​IMG]
     
    Last edited: Jun 29, 2015
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  7. Pixelchaser

    Pixelchaser Well-Known Member

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    ohh man, that is cool, we have a blend edge \o/ \o/ \o/ "hands in the air".
     
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  8. liquido

    liquido Active Member

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    I discover that "remove doubles" tool in blender has a minimun distance that you can change... I fix a lot of things so easy with 25 mm minimum distance.

    I left 10 kerbs for remapping in split 3 hope tomorrow have time to finish that task, today I fix the guard rails merging separated vertex.

    BEFORE:
    [​IMG]

    AFTER:

    [​IMG]
     
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  9. liquido

    liquido Active Member

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    Finally the new UV mapping for GRAXX meshes is done.

    [​IMG]

    Now is time for the road camber on brundle turn and I need to tweak the petit Eau rouge and the section after this turn.

    [​IMG]
     
    Last edited: Jul 1, 2015
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  10. luchian

    luchian Administrator Staff Member

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  11. liquido

    liquido Active Member

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    Dany's appearance motivates me to finish that task and now I go to work on the final version of the road.

    Tweaks on Brundle Turn:

    [​IMG]

    there is no bump or hole in that turn on real life, and we have a big bump/hole in the virtual version I need to fix that... but I think it is not enougth.
     
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  12. luchian

    luchian Administrator Staff Member

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    If you want to see better:

    Switch to texture mode
    Select road mesh
    Set shading to flat (temporary)

    Then on the right toolbar:
    Set shading to GLSL
    Check Matcap
    And choose a material like in the image
    seee.png
     
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  13. liquido

    liquido Active Member

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    Much apreciated!!! Shading GLSL , textured solid, matcap. copy that :)
     
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  14. Jebus

    Jebus Member

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    Stellar job guys! This anticipation is killing me. :D
     
  15. liquido

    liquido Active Member

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    more pain :D

    Bumps on petit eau rouge soften and I'm acctually working to lowering the interior of Prior turn.

    [​IMG]
     
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  16. Pixelchaser

    Pixelchaser Well-Known Member

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    we took our physics layer into 3Dmax today after an initial test. and we used a multires modifier to produce a decimated random effect. it seems to have turned out very well. and then online testing. then some Ai testing. and naturally some pictures. having had a visit from a relative this week I can push on texturing with Liquido`s new model changes. today I implemented some detailed kerb textures (no shaders yet)

    the invisible physics layer is quite something, not only are you learning the car and its limit, but then the track limits. too. what was a very negotiable corner before requires extra thinking when driving on the limit. it is fantastic. but requires testing,

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Jul 6, 2015
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  17. luchian

    luchian Administrator Staff Member

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    Oh boy oh boy oh boy ! :rolleyes:
     
  18. Pixelchaser

    Pixelchaser Well-Known Member

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    Liquidos model updates have been really really great. without any further attention the track just seems so much better.

    today I "attempt" blending objects together, where we had a hard line between hi res grass strip and lower res base scenery through using seperate materials and meshes I believe it now blends :)

    "PHEWWW !" this is something I presumed would work without actually checking :lol: . I am considering the art of it as I go. but mainly im trying to form the structure and understand our natural limitations, here be a nice blend picture anyway. consider that the 3d grass will actually form more differences and natural borders between visual land differences. when all our gravel, sand & pebble pieces have this applied there need not be a hard line anywhere. the resolution of that line is questionable though, but the main structure I form first. so this is probably the worst blend edge as far as resolution goes, on the right side of the road you can see the awkward hard edge for that grey pebble trap still to be done.

    editor view....

    [​IMG]

    edit, and applying to a higher resolution part you can get a nice sharper blend effect. nearly seamless structure.

    [​IMG]
     
    Last edited: Jul 6, 2015
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  19. Pixelchaser

    Pixelchaser Well-Known Member

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    in-game view of a basic straight line texture blend. side grass to dry dirt section

    [​IMG]
     
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  20. luchian

    luchian Administrator Staff Member

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    Damn, you got this !
     
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: ascari, tracks
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