Discussion in 'Locations' started by Frederick Alonso, Aug 9, 2022.
I gave him 2 weeks to finish this... I am frankly disappointed with the progress...
My clone has a burnout, but I try to keep my word.
To speedway it up, this will get used in an Array to generate a multiple on a path I will create. The pitlane will be made this night.
Box Box, team is ready.
Huge storm going on, the fences are flying around
So far it comes together nicely, added a few on track camera's to get me started.
Few times I just watched the replays and enjoyed the views.
The fences are at world 0 on Z axis, you get an idea of the downhill after the straight.
A shot at 4:30 PM, fog in the rear, no editing in PS (pure in game shot).
Over the weekend I make sure all 3D is placed on top of the terrain without any gaps. I'm sure after this stage, it will look way more realistic. Basic IBL PBR is used for now on the new 3D.
A lot is missing in the shot above.
This is all the 3D I made in 7 days:
Give yourself a break.
This gives fresh, creative and creative power.
Looks damn impressive!
I'm really looking forward to it.
Correct texture mapping is stuff I do later down the road.
Became 25 and 66 instead ;-)
Tonight I start with mapping the textures on all fences and the work needed to have two sided objects in game.
Wow! You`re really showing the insane amount of work that goes into doing something like this.
Very impressive work and work rate Frederick.
Many thanks for doing this.
Not finished yet?!? How come?!?
Helping someone with Cayman skins
Took me 2 hours to map this part.
Texture tweaks and more depth is for later, realism is what I want and the references will be very rewarding for this task. Take note on heights at rear tires in second shot. Even the white line has the perfect height I think
Scaling on the tiles is for tonight together with the guardrails.
Thanks to the UV Tools 3.2 I found a button to arrange meshes by their size and stack them on top of eachother.
Really helpfull tool I am using for two years now. Saving me a lot time in the end.
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.
I look in here almost every day and it's amazing with what meticulously and dedication you are at the thing.
It is also very interresant how much work and time are in such a project.
Thank you buddy ! ! !
Thanks to @Coutie, Devon confirming Coutie and @Nick9320 I was able to solve an issue on the fences. On some angles the rear of guardrails was invisible.
All solved now, or almost -> need to set order to avoid wires going away
Love the looks and how the light interacts.
Poles on the guardrails are details for later, low poly cubes on closer LOD.
If you did not try out my Cayman, maybe give it a go meanwhile.
On Fuji this car will compete with the Supra GT4 very soon ;-)
"The version for rFactor 2 will be made with the authors Frederick Alonso and April Carlsvard, known for the free Porsche 718 GT4 in rFactor 2. Not only that, the Toyota will be balanced with the Porsche to have the same pace. "
And for those wondering I'm also preparing two free GT4 cars after Fuji, with a bit of luck we have 6 GT4 cars around July 2024.
My weekend in images:
Small animation showing the WIP chicane,
the off track part will be softer as this (bit too deep).
I hate Fences
Today I finished all fences aside of the last S shaped turns.
Last fences are the ones that go uphill, vertical poles, skewed fence wire. Needs a lot work but I got this
Also I experimented with the grass displacement, think I found what I was looking for.
Few shots, I prefer morning 8, 10 AM and sunset times to bring this scene to life.
More on my discord channel
Been a while I was online but the progress in here is crazy. 2 shots before the last one.. grass is unseen in RF2, I would believe this is a real image. Keep going Fred, show people that modders can do better then official DLC's.
I was used for a daily updates…..I dint see any in the last 9 days!
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