FFW since yesterday, have been working till 3AM
First I tried to make a pattern from the reference images for the curb tiles with grass patches but it did not worked out (image above in wet conditions was not sharp enough),
so I took almost similar tiles from Loch Drummond and reworked them.
I think I can make a tile pattern from my reference top view image (skewed and 9 tiles I need to stretch) + add random looks to them with photoshop layers but that will eat time.
Problem now is that I need 7 rows of them but the resolution is not ideal, so I made them a bit smaller for now (looks over perfection). Need to give priority for the other stuff now...
While I post it, I just notice the skewed curb next of tiles needs to be a little wider and the curbs a bit smaller (is a small correction on the mesh)
Mapping: Fences and guardrails
After 3 hours, the first sector is done.
In game with some fresh made textures (raw base I will fine tune). All guardrails are very unique around Fuji I noticed at the references.
Tonight I have not much time but around friday night I want to have S2 and S3 sector done + tweak the textures to perfection.
Over the weekend I will add the start line, grid lines, pit lines so the AIW can be added for both chicane and no chicane version. Meanwhile I will work my ass off for more details ;-)
Question for other track makers:
Would it be smart to add some small grass sprites before the guardrails to give it some realism at cost of performance (Almost the AC way) to make a nice blend between grass and the sides? Or should I stick with the S397 way to have better performance?
Not the full grass sections..
EDIT: this will be a long text, my idea with very long meshes. Would not take much poly..
Another creative idea I had in mind is to add a non collidable mesh at very low poly over the grass and add a big alpha pattern with top view grass patches and some flowers to give it some depth and shadows eventually. Never tried it out.