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.
You DO realize that you are almost guaranteeing that just as you finish this, S397 will bring out a laser scanned version, don't you.....
Yes, that is the risk I take, but previously I stopped projects that are still not released by them. This goes for all that modders make. In the end I can update this amazing track if needed and there is also something extra about it that S397 never would add. The track will be free. This started late 2019 and I needed to move it 10 times for other projects while I wanted to work on this project. After doing 8 car projects I wanted to push things more into this area. This is my personal signature project if that makes sense and I want to show my skills and move this forward as best as I can, might get a few updates but in the end it will be great. I think it's important to follow up afterwards, something I have done on all projects with GEM as well. I also add aside of the why I make it, that the details or 'laserscanned' data I used (OSM, Marine, Opensource, Height maps) are not far off from a laserscan aside of track bump details. It goes that far that the HD lidar showed the flat asphalt on the hills around the track. So that was a winner. I made a model over it all with very good precision, so the content is all made by myself and the circuit road will have a min/max 5cm difference on heights compared to real life. It's the best I can get out of it. The Lidar and asphalt heights are very precise. Same for the full scene. If I drive it and compare onboard footage it feels and behaves very similar/realistic.
Both options offcource, I personally want the No Chicane for my Cayman and Supra GT4 mods so they can take the righthander in cup style.
Grande Frederick! I can't imagine what you big modders can create if you have more documentation. I love this works!
The way these pictures are presented, it feels like we are witnessing how a track is made IRL as well. From finding a place to build it, to leveling the ground, getting the works started, putting down the asphalt, throwing out some grass seeds, and the start to work on the pit buildings etc. Lovely. I do like how many of the modders for rF2 really go for quality over quantity
Today I wanted to test out how a side of the track would translate if I assign a track edge to it. Needed to fix a few mesh issues and it's almost where it should be. Once the road is all done I will add a cut line where I want to make a small asphalt edge as well. For now it works fine. Next up I go for all the curbs around the track (a big task) and fill all gaps. Then the GEM team can drive and make the first AIW files ready. More behind the scenes in my discord server ;-)
No track without curbs, 10 hours total to make them all. Max height 4 cm. Advan Apex Some Curbs have that higher rear side as well: The rear will be extracted much more in 3dsmax to make the astroturf area T1 Apex More behind the scenes in my discord server ;-)
WIP at T1. Don't mind the offset at top view, it's not a full top view in the shot but the angle from viewpoint. 30 min later, with all drainage included. Trying to keep the poly as low as possible, while HD results are the main focus for now. Further away from the asphalt, the polygons will drastically be reduced for GPU saving, if it was no issue I would do it all full detail at the barriers and even behind them.. LOD reduced models is my latest step in making this track. More tonight in #tracks at my discord ;-)
Late to the party but I always hoped to see a quality Fuji in RF2. Knowing you, the details will be amazing and probably be better then the official tracks. I donated for a few coffees on Paypal.