Played around with 3D race marshals today. (Another one for the high world detail layer) Avoiding necessary grunt tasks. Still got a small section of ground to retopologize, but just don't feel like doing it right now.
There must have been a sale on denim and orange T-shirts at the local fashion store They look good! How many tris?
Yeah thats what they wear at this track. 1.9 k each (!) 24 x marshal huts + pits. I think I could get it down to 1.5k without much visual degrading, but Im just not getting fps drops on my rig, and the way I see it, youre only going to use full world detail if you've got a more high end machine? Thoughts?
for just 400 poly difference, I'm not so sure it's worth the hassle to drop it. Keep them as is, that's my thought.
Yikes, you'd think they had to wear something more fire retardant Even high end machine people like to complain... because of VR, very demanding on hardware. But i'm with you on that, load up on eye candy but utilize all the available features to disable if needed. You can also make them LOD OUT at around 350, and even create a simple cardboard render of them and make that LOD IN at 350?
T-shirt and jeans for track days as far as Ive seen - I guess a full blown event might be more official? :-/ That's a good idea re the lod out … +1 @Nericksenna that would be 400x +-30 marshals = 12k verts
Yeah, once you start the 3d grass, you'll see the tri count really sky rocket, LOD feature is really handy
mmm. ok just looked online at some races and yes they wear proper gear. Damnit. sigh. @Nericksenna 2k per building was the rough budget, main building is 4k verts.
Your buildings may have to be more highly detailed than my perimeter buildings because you're most likely closer to them from the drivers perspective. But this is basically the methodology I use, and it can be applied in your instance too. Bottom line, the texture has to do the heavy lifting, building up image detail over simplified geometry.
UPDATE Finally finished all the ground topology. Most of the trees are in. Some tweaks to a couple of key trees still to be done. Almost all perimeter buildings are textured. Trackside objects continue to be added. Started some solid house cleaning, and track is now split up into multiple kn5's. Big ticket items still to be done: 1. Main Pits 2. Secondary Pits 3. Visual transitions between ground surfaces like gravel/grass, sand/grass, runoff/grass etc 4. Road paint markings 5. Physical mesh for grass, runoff, and concrete 6. 3d grass 7. People and trackside objects And a scruffy lap:
Did you use the KSTREE naming scheme on them? It gives them a more round vertex normal arrangement (from its pivot point) that makes them look fuller and less carboardy
Yeah I have. The shots above are from angles you don't see on the track... so the treeline is being exposed a bit too much there. Ill do another pass once my replay cams are in to make sure trees are in front of the treelines. Thoughts?
ok so just checked my tree lines, and the pivot points are at world 0 0 0 That's why theyre not lighting correctly … Im sure Im setting these treelines up incorrectly ... I guess I need to break up the treeline objects much more than I have? - to get more pivot points directly under the treelines ? Can anyone answer this: How do you set the normal to point down manually in 2.80? Or better still - some info on how to do these treelines properly?