[WIP] Queensland Raceways Track Pack

Discussion in 'Locations' started by Mike Cantwell, May 30, 2012.

  1. Jka

    Jka Member Staff Member

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    Looking good.
    Those buildings could look even better (and more realistic) with proper AO. ;)

    Btw... In my eyes your grass mapping could be more tighter. Those grass blades looks quite big... :)
     
  2. Mike Cantwell

    Mike Cantwell Registered

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    Grass is not finished, just a t1 place there. Ummm....how do I adjust the AO?
     
  3. Jka

    Jka Member Staff Member

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    You need to render AO map of building(s) in 3ds max and use it with Gravel Trap shader. Don't get confused with shader name (Gravel Trap). It is very versatile shader and its useful on many cases. Shader's stage 2 supports secondary UV coords (channel 2), which can be used for AO / multiply map.

    There are many tutorials about rendering AO in youtube.
     
    Last edited: Mar 28, 2018
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  4. Mike Cantwell

    Mike Cantwell Registered

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    Now I understand...I found this. I may be able to try this....will see :)

     
  5. Nibiru

    Nibiru Registered

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    This is what he means.
     
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  6. Mike Cantwell

    Mike Cantwell Registered

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    Worked out how to create nice gutters. Small things I know lol

    wip99.jpg wip100.jpg
     
  7. Mike Cantwell

    Mike Cantwell Registered

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    Thank you Jka and Nibiru. I will try that later. Getting the basics done first and then I will do the textures. Now I understand and I can see things will look nice :)
     
  8. Mike Cantwell

    Mike Cantwell Registered

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    Testing the AO side (totally new to me) and i think i can have a go and try to get the texture done. Still hard to understand, but I see in the render it will make a difference.

    AO Test.JPG
     
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  9. B1K3R

    B1K3R Registered

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    Thanks Mike, been loving this track :)
     
  10. Nibiru

    Nibiru Registered

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    It really isn't that hard.
    Different channels allow you to use different texture mappings. If your building already has good UV mapping (no overlaping polys) then you can just use the same channel.
    In most cases the UV mapping is bad so you then use another channel. The beauty in rendering the AO texture is you can set it to auto UV mapping on channel 2 and 90% of the time you will get a decent texture. Otherwise you need to manually remap the whole building into a flat sheet. (No overlapping polys)
    Playing with some of the sampling times to allow it to process a bit longer will give better results.
    Also don't go lower than 1024px Id use 2048px as it's a largish building but the main attraction.
    Also the video says use a complete map. Also try just the AO map
    Good Luck
     
    Last edited: Mar 29, 2018
  11. B1K3R

    B1K3R Registered

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    Oh wow, this is awesome mate to get Lakeside too one day ! I like your versions for rF1 and Automobilista :) Haven't been there yet but planning to one of these days.

    PS: Beta Version 0.05 link is not working
     
    Last edited: Mar 30, 2018
  12. Will Mazeo

    Will Mazeo Registered

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    Man works like this is what make me wish S397 would look into what was being said on Discord yesterday about having all textures, materials, etc available to the modders in game so every track could have a quality like NOLA.
    Keep it up bro.
     
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  13. Mike Cantwell

    Mike Cantwell Registered

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    I just checked all 3 links and they are working perfectly. Make sure you use the one's on page one of this post.
     
  14. B1K3R

    B1K3R Registered

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    Yeah, the 3 links for 0.03 all work I am talking about the 0.05 link but maybe I misunderstood :)
     
  15. Goanna

    Goanna Registered

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    Mike, It may be confusing some, the text to the links are saying V0.03 and they may be trying to click on the Beta Version 0.05 text.

    upload_2018-3-31_21-37-42.png
     
  16. B1K3R

    B1K3R Registered

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    Well, I did download one from those links and it is in fact version 0.03

    upload_2018-4-1_7-7-6.png
     
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  17. Corti

    Corti Registered

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  18. Mike Cantwell

    Mike Cantwell Registered

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    Bugger....so sorry. The links are correct now. I hope :eek:
     
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  19. Mike Cantwell

    Mike Cantwell Registered

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    A little update...actually a lot of work that you can't see on the surface.....gutters added around the car park plus more and more detail being added to the pit area and car park. I may go there this week and take some up to date images.


    wip101.jpg wip102.jpg
     
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  20. pascom

    pascom Registered

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    Good job! :)
     
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