People that follow me on my Discord know I have spend a few months in the past working on a from scratch Fuji Raceway. On my Patreon page I dropped a free tutorial and how I got it from 3D to game: Part 1 https://www.patreon.com/posts/45973491 Part 2 https://www.patreon.com/posts/46517734 Part 3 https://www.patreon.com/posts/51082667 3rd part progress took me 3 full days... After many car builds, I finally have time to give priority to built Fuji more and more in detail. I post my progress daily on my discord #tracks channel. My first ever task, was making a high res detail of Fuji. I used over 48 images with Google Earth Desktop. Also handy to fly over the track and grab some good details (heights). Together with opensource OSM data, Marine data I was able to make a high detail representation in perfect scale with my 3D scene of Mountain Fuji. The above was too high poly, so I scaled that down just enough to get it game friendly. Also I will add, I placed a light bulb in Blender at the race track. Then looked for dark zones and removed that 3D. Simple but effective way to remove 3D which you will never see from the race track (rear sides of mountains) 3 Weeks after I made a top view recreation of the race circuit. From Blender into 3dsmax: Dimensions are spot on with real life. 1620 by 491,71 meters I have from satellite info. Also note the lower poly mesh I made from the high poly scene. A raw first test in game: That moment it all comes together and the grass becomes realistic. Few weeks after the cars, I started last friday 5th August on more detail. Did a full remake of the roadsurface, was not happy with the polygons. Before I made this: This was the result after 19 hours, I will further extract the sides: How it looks in Wet conditions. (The red side will be removed and is a base for curb making) First attempt to add a treeline, but we need more depth and hills. The mountain is much higher then I show here (second shot). I got this ;-) And I close here with a simple post it, have been thinking about the banner constructions. HI and LOW Poly models for GPU saving. This is how I will do it. 26 poly vs 68 with LOD SCN. If you like my work, feel free to support me on my private discord channel.