W.I.P. Lime Rock

Discussion in 'Tracks' started by Pixelchaser, Feb 22, 2017.

  1. Pixelchaser

    Pixelchaser Well-Known Member

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    no just using wind in 3dsmax to make the fabric move there for the covers dont need to be repeated. different shape plastic covers etc. so I pick maybe 12 frames so each cover is different make new texture from the model and normal map to then put them together for final texture. the final model is still flat. just texture baking to make it all a bit better and a bit distorted. besides been waiting ages to improve the artwork in this way by using 3dsmax to make better textures.
     
    Last edited: Jan 9, 2019
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  2. Prototype

    Prototype Member

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    ah right ok. I see what youre saying - this is to bake out a static variation, not an animation .... ?
     
  3. Pixelchaser

    Pixelchaser Well-Known Member

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    yeah just using animation as the tool to make variants.

    I used this method in this video here. except I added nearly all the edge verts to a box object ant not a flag pole :lol:. the music drove me mental !
     
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  4. Pixelchaser

    Pixelchaser Well-Known Member

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    this is what It makes. again animation but just to demonstrate texture creation.
    cont.gif
    bggh.gif

    edit: had a play with some extended ideas this morning !. :lol: for example. I take my original guardrails structure, ( idea behind cloth is that its high poly) I apply this cloth mechanic to the whole object as is with no extra poly detail. and I set a wind object where I want to simulate a collision with that part of the rails. and it does it. pictures soon !.

    also considering attaching my grass to the ground, applying anti gravity and subtle breeze just to re angle all the blades :)

    in short natural model deformation is possible without anything to complicated theoretically, for that more natural look. so not just enhanced texturing.
    possible 3d rubber matting object concept. these are normally pinned into the tyres. with same careful planning of vert places I coul attach those and still simulate the fabric around the pins. 3ds max is amazing ! the brick walls are crumbling. and pixelchaser is stepping through :lol:

    this is the lowest poly you can get away with. think its double the original flat surface. id use more. subdivide for fabric was at 0.7 m at 0.5 it be just nice I reckon. (1m high object)
    cdci3.gif

    im going to make the marquee tents from this method !. and I wonder what wonderfull fictional scenery I can make with this too... for the tents I can model in alpha channel the rope supports and let the polys just hang between them :) and blow in the wind for shits and giggles and of course variations ! … damn need to do this for the chain link fencing too :ninja: so many ideas.....
     
    Last edited: Jan 10, 2019
  5. ALB123

    ALB123 New Member

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    Wow. I am so happy to see activity from you @Pixelchaser! I've been on an Assetto Corsa hiatus due to some health issues and general burn out from other things. So, it was great to see all these new posts from you.
     
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  6. Pixelchaser

    Pixelchaser Well-Known Member

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    I kinda had to fall to get better and now I have a little hop and a skip to my walking. so hopefully the same for you and thanks. regards this modelling im just trying to do instead of thinking about it and its really working. realising my ideas. hope you get fully restored @ALB123
     
  7. Pixelchaser

    Pixelchaser Well-Known Member

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    OT. thinking about pressing the R button on this. will it be regret or will it be relief ? :lol:

    21.5 inches of pen heaven. supports 3d too. I reckon for 3d it might be really great because I do a lot of manual work.....<unsure> 71EqXaqliML__SL1500_.jpg
     
  8. luchian

    luchian Administrator Staff Member

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    :lol:. Not sure.. I have an Intuos 4 since 4-5 years.. it's basically new :lol:. But maybe you'll use it more, especially for 2d.
     
  9. Pixelchaser

    Pixelchaser Well-Known Member

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    i use a Wacom too. NOT frequently ! but i wants this only for sake of. " my precious……... " :lol:

    on a serious note, things have changed, prices reasonable. this was 2 G minimum before. and whilst Wacom rules the roost and always will. these alternatives at a quarter of the price are . well im just gona have to use it. besides i actually really want to take the pen to the next level.

    last thing i did with the pen regards anything ac related. a painted mask and linked diffuse for multilayer with the pen. thing is i still make the detail textures with my mouse. :lol:
    [​IMG]
     
    Last edited: Jan 13, 2019
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  10. Pixelchaser

    Pixelchaser Well-Known Member

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    hmmm, im thinking ive just inadvertently worked out exactly how kunos do their physics in max. happy accidents :lol: :).. see the lovely poly layout !

    garment maker.jpg
     
    Last edited: Jan 14, 2019
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  11. luchian

    luchian Administrator Staff Member

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    Yes, there are modifiers and methods to reach similar results. In the end, the important thing is the driving feel. People do not realy care what is under, if it feels good :).

    What I am more interested in, is the above image, in post #609. Could you detail a little bit how that is acheived ? It would be VERY useful for my Motorpark since they do have this mix of grass and dirt. (it is an ingame shot, right ?)
    Of course I know about multilayer shaders and using mask/detail textures, but in this image that dirt seems to have some "volume". I like that.
     
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  12. Pixelchaser

    Pixelchaser Well-Known Member

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    it was in the editor yes. made in photoshop etc. so the shader construction for the multilayer basically blends lots of stuff together. diffuse, and detail textures …. I do the same in photoshop. I have my detail textures. I then apply opacity masks to each layer (detail texture) and I paint like what the mask would do in game. these masks in photoshop then become 1 and the mask for the multilayer. in the middle of that process in photoshop I also created the diffuse. at the scales I was working in roughly 50 pixel per metre I can define as much as maybe 2 cm worth of contrast and colour change. and this in the shader mask reveals whatever details I want.

    twas just a practice project really. to paint like the shader applies in game. and then get that working in game. it was also an example of me turning a google map into a proper game map whilst retaining what details I could and enhancing it with knowing how the shader works itself.

    the is a portion of the hand painted concept art image. this is to scale. 1:1 100% view into the 8192 image. basically what makes this, makes the same thing (nearly) in game. construction same as shader works to bring it to you. of course we must work with albedo assets and alpha channels dictate the lighting which ive not shown obviously. but they just relate to the artwork where albedo is concerned. I do design the lighting too based from albedo figures of materials.
    [​IMG]

    the thing about this, is that you cant do this with 3d grass. but some lovely lighting possibilities for non 3d grass tracks. but remember this is low light stuff. ac isn't very good at the other end with the normal maps
    [​IMG]

    edit: the normal map I make by hand too from the assets. maybe that 1:1 normal map is what makes the volume.

    also this method can make the textures for multimap shaders. for example in those dirt volume patches there could be water puddles that blend... :lol: … seriously.
     
    Last edited: Jan 14, 2019
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  13. Prototype

    Prototype Member

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    wow
     
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  14. Prototype

    Prototype Member

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    Unless its 4k, not worth it IMO.

    Most of the people I know who use Cintiqs etc are concept artists. I can see it being really beneficial for organic brush related stuff like the maps youre painting up there, or in the 3d context for something like zbrush or mudbox.

    I had the 27inch Cintiq HD - hated it. Resolution just too low to work in. Once youre used to working in 4k, its really hard to go backwards.

    My 5c.
     
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  15. Pixelchaser

    Pixelchaser Well-Known Member

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    hmm. im not dissuaded :lol:
     
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  16. Pixelchaser

    Pixelchaser Well-Known Member

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    maybe this is better to show all maps for that. the road part was a separate object so ignore the alpha detail on the road.
    11Map.gif
     
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  17. luchian

    luchian Administrator Staff Member

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    I see. Yes, probably the 1:1 normal map does the trick. Looking great in the shots. Will ask more info, when really going into grass detail.
     
  18. Pixelchaser

    Pixelchaser Well-Known Member

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    im about to take this simple setup ive made outside to photograph blades . its 2 sheets of thin ply wood. 1 m x 0.5 painted with matt black. ill be taking this out when its seasonally appropriate.. the idea is to capture many a real "blade" of grass. laid on the ground it will create a slit where the grass comes through and the flat plane wood conceals the rest and photograph with the black matt wood as background at an angle thus cutting a real blade out of an area of grass.. can have different thickness shots etc.
     
  19. luchian

    luchian Administrator Staff Member

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    You're nuts :lol:
     
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  20. Pixelchaser

    Pixelchaser Well-Known Member

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    but you agree, that's how to do it ? :lol:

    my wall covers. I really like this. seems exaggerated because of the angle but its not. better than a flat wall. I cant wait to see the grass next to this. one thing about the grass being so tight and to scale is that it shows everything else as inferior artistically., hence why anything near it must be better than just flat planes and thus a better than flat, flat wall.
    3433.jpg
     
    Last edited: Jan 15, 2019
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: Lime Rock, Track
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