To all Porsche fanatics like myself, welcome to a crazy GT4 journey. What started in May 2019 is finally coming to an end, or almost. Foreword: You might have noticed I'm also doing a track tutorial with the only purpose to help other modders out. I'm 38 years young and love doing projects for Global Endurance Modding! I'm not doing it for money, let this be clear. It's more a passion thing, I love making 3D tracks and cars. I joined Global Endurance Modding because I love their broad sense & philosophy. It's all about fresh, unique content like our LMP1 Ginetta G60-LT-P1 we just released. I want this Cayman GT4 project coming to Rfactor 2 only because it's the only sim engine I really can compare to real life experiences. The build started in 2019 (November), many times on hold due working on the Ginetta, Nagoya and other secret projects. The model as it is in real life (note the carbon parts) My channels to make some noise: Patreon free RFactor2 tutorials: https://www.patreon.com/alonsofrederick Follow this project: Discord in realtime. PayPal: Free coffee paypal.me/alonsofrederick Instagram: https://www.instagram.com/alonso.frederick/ Youtube: https://www.youtube.com/channel/UCC-_LMQTNwc1r05dAy8mnxg Twitter: alonsofred_3D Website: frederickalonso.com My music releases: Spotify Credits and a huge thank you to ... Without them it would have not been possible to get this far! So they also deserve a thank you to all who will enjoy the car soon. Light debugging on another LMP1 project (PM): @Alex Sawczuk (S397) Sound design: - @Fonsecker , he gave me some amazing info how to allign the sounds (2019 private DM chat). Forthcoming Physics V1.0: @lemming77 Lemm314 April Carlsvard The full Global Endurance Modding team Discord Skin makers: @ThomasJohansen @bears Frederick Alonso @badun @Brent @haasje33 Tomasz Golab @Duif @Alessio Feletto Julien Vrac Shader help: @Nick9320 Patrons: Trevor Richens, zxd1997, Valter M. Duarte, Rafael Alvarez, Mark Lewis. The new ones will be credited in the V1.0 release video. Paypal donators: Stan13, Rob Kleefman, Iñigo de la Fuente, Viktor Balla, Andres Eugenio, David Kubatzki, Andrew Bahnken, Benedicte Tarnok, Thomas Johansen, Stuart Phillips, @atomed, Stefan Reichenbacher, @Manfredk2 , Ruurd Grasman All 3D: @Frederick Alonso Fast forward shots from my discord channel: The LCD logic: Lights in the making: Some debugging and a few details still missing... After: -> The clips is for later... At this moment skins and more team cars are in the making after I reached out on all social channels for help. The latest submission by badun, just one of 35 skins. Frikadelli 962 My debug showroom with forest reflections is a very handy tool to spot issues in all light conditions. Note the never seen prisma colors on the windows, worked my ass off to customize an IBL shader and make sure it will look fine in all weather conditions/ lightning. a WIP inside the car. Just a top view, still busy on many small details. Note the suspension details in the trunk. Just two days work. You are welcome on the Discord channel where we can collaborate, share ideas and make things happen with amazing people in the server. The "when is the release date" question? 16 small tasks remaining... the Beta 0.9 will accelerate in my outbox to my patrons that waited for so damn long (sorry ). Two weeks after I hope we have V1.0 ready for public. V1.1 will only be released after doing debugging of V1.0 (worst case scenario) and adding the upgrades below. Follow this project Discord.
Something I forgot to add: There is some work in progress testing on my Youtube V1.0 has 4 rim model options available: (rim 3 from left to right is by @ThomasJohansen) V1.1 2 Wing models will be added including physics 2 Tyre brands physics and textures Hotfixes for V1.0 The idea is to have a Swan wing MR style. Stock wing in case you want to have less downforce: 2 Tyre models by Michelin and Pirelli: Let's close it now with some fire in the rain: Follow this project Discord.
I can't wait as well to be honest. The build has taken so damn long, many issues, reworks due to becoming better at details. The people joined on my discord pointed me to some details I did not spot at first. It was my first ever 3D car complete from scratch, revised many times just like the rear wing that is not correct. Thanks to other crazy builds it just made me better at details and what shaders would look best on all levels, or at least I try my best. I want more, read better then it can at this moment. But I'm happy RF2 has became much better visually, most people complain but don't see what it takes to push the limits, in my view RF2 has the potential to become the biggest sim of the future. Latest RF2 releases look better everytime. I'm experimenting with Cubemaps now, a forgotten topic! Tracks and cars can look way better if we push the core. I also had a small chat (2 months ago) about the rain drops in RF2 at official discord. In latest roadmap I noticed it gets a revision as well. So it means the game will become better, period. For some reason I don't like it when the cars become too dark in the rain. I did try the old car + damage shader and the new IBL with exact materials I have seen from serious good releases.
Thanks, still have a good list to do. I'm busy since afternoon optimizing the polygons (removing non needed ones) Front bumper had 38k polygons. Now done with same looks in game: So I was able to reduce almost 56,5% vertices = two bumpers for same GPU load. It's getting late here and meanwhile I'm doing a UVW fix on the door mirrors. They do not translate well and I want the skin makers to have an easy life. This is the car with just a checkered flag on it. As you can see the door tops also need some minor love so this is all perfect checkered.
Didn’t know Alonso was into mods lol and a Porsche car on top of that and in the middle of a F1 weekend I think I should talk a bit to ALPINE F1 Management
Well I guess it's no joke both Alonso's love racing for whatever reason. My uncle in Spain was a top #1 rally pilot in the late 1990's in the north of Spain mountains. Here a small update on some of the tasks I was talking about. With some arrays from Blender I have put a low poly wire mesh into my scene. This will mainly be used in showroom and 10 meters FOV in game, futher away I will just add a plane mesh with transparent texture like I usually do for small details. When it comes to LOD like most modders, I'm a step ahead here as well. The full body is splitted in real car parts, so when you see one side of the car, the rear should not be rendered or is using a lower poly model depending on the LOD settings I will code. (GPU load saving). More info on my discord: https://discord.gg/m7nqmwgNv5
All leds activated... Driver height will be fixed next. Realtime updates and info on my discord: https://discord.gg/m7nqmwgNv5 The tasks remaining for this week: (coming from 25 last friday) - 4 Rims Texture Mapping FIX * - LOD versions (including mesh debugging) * - Small Rain FX issue * - Final Team Template.psd * - Two team skins I promised (KüS & Chupa Chups) * --------------------------------------------- * Completion target this friday! ---------------------------------------------- - Adding new physics by April - Final sounds - Beta release for active skinners and patrons V1.0 (One week after Beta) 31 October? // Standalone Cayman Safetycar version for Global Endurance with flash lights for their online broadcast series ----------------------------------------------------------------------------------------------------------------------------------------------------------------- V1.1 : - 2 Rear wings modelling, mapping + physics - 2 Tyre options in showroom + textures and physics - Debugging, fixing issues on V1.0