took almost 3 hrs to put this R28 into game and adjust car body to PBR shaders ad so on.. Still helmets and some others things not adjusted so it can't into track now (missing helmet gmts) (and to port gmts with piovt point it might need convert it one by one else it will lost the point and fly around, like helmets and steering wheel so it take the most of "porting files" time) Just think that seems no a car would look as beautiful as Ferrari because of pre-baked AO effect maybe.. But hey, 2008 Formula 1 cars still just looks AMAZING. And it seems that fsone models have some faults in model, it would shown white part (seen on rear wing end plate and BMW before) in PBR shader, but just import and export it in 3dsmax and it's solves, just strange.... if who have the original psd may help a lot and make it a full PBR spec.. Still, remember it's a project for fun and memory, still not asking and having permission yet so might not be release at all....
Looks amazing! Great job! Really like the R28, it was really good looking, I know that's unpopular but I liked the ING livery
At some point, would you be willing to post a tutorial on how you did this so quickly? Specifically how you upgraded to the PBR shaders.
I honestly wouldn't bother with PBR shaders. I am not using them in any of my mods and I do not feel that I am losing out on anything.
you can see the guide which about converting cars https://forum.studio-397.com/index....ctor-2-conversion-tutorial-quick-guide.52168/ and chirs' rf2 online tools, if you got familiar with the whole procedure, it would be simply import into 3dsimed then output to rf2 format and tune shaders (normally just get rid of cubemaps) (be careful about tires and wheels and helmets which have own pivot point) , and use chirs' tools to convert physics. then put it together, it's the first step takes small time, the huge time cost in fine tune and improvement (but sorry I have no knowledge about it) and then do it with simple pbr (no region map) (on page 4 or 5 I and other people post ) https://forum.studio-397.com/index.php?threads/ibl-pbr-car-shader-assistance.64024/ and the car would be at least good in game,
https://forum.studio-397.com/index.php?threads/ibl-pbr-car-shader-assistance.64024/ see the thread on page 4 (and you'd better read the whole thread to get more context) there's a simple guide from svictor, and I also post how to apply pbr on other material beside WCCARBODY, but 397 have update the PBR shader add like IBLstandard shader that might be more suitable to car's part (not body) so I still don't fully know how to do a full PBR car. and I can draw a simple conclusion of making pbr: 1. add entry in .gen (multi material pbr, I suggest) or .veh(only WCCARBODY) to define the json override material 2. get into game, in showroom, go to material editor web page (I can't remember now you can see in the thread) and modify the material select IBL shaders and apply textures and tune it and save *(needs entry in the .gen) 3. do it with all materials you want, and it's done.
No time and energy to continue my convertion now. And I might finish it in future because it's my favorite season. But won't be download link available unless got permission. And the same I think with sharD works.
I may release it later, but with basic physics. Permission is not really that important I'd think, since this mod is about 10 years old or so. But I will see if I can get it.