[REL] Porsche Cayman GT4 Manthey MR V3.01.

Some serious work has been done.

Only tasks remaining:

- LOD versions (HI/MID/LO/LOLO)
- One window mapping for better rain FX
- Final PSD template
- Physics
- Sounds V3 (to compensate for new physics)

"Today I pushed myself every minute to complete a lot work."

-> All wheel rims are mapped perfectly, what you paint is what you see in other words on one texture (used for 4 rim models).
-> 4 hours doing some debugging, a perfect AO (shadow, lightning) map ... Thanks @vava74 for pointing on some details.
I manually adjusted some white/grey colors to come close to reference images with a white car.

Note the lighter and darker depth around the headlights, same goes on around the full car.

The approved results:
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Also at night it feels natural now, me happy.




The Lights have been optimized until the realism started to show.

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A small proud moment on this last shot, it touches me. No editing, just pure Spa-Francorchamps in the Rain at Night :)
(I should have activated the mirrors)
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Have a nice weekend!:cool:
 
Oh, sorry for double post, but tagging won't work in an edit.

Will this car be matched with the Alpine GT4 from EnduRacers @Frederick Alonso ?
Not that expect it to be made to match or anything, just wondering :)
 
@Myrvold We match the car to the EU GT4 Open (PDF) lap times, an option is to add a new BOP to the Alpine if needed but if they done it right it should match with ours. My forthcoming Supra GT4 will match the Cayman as well.

We have been able to match the car on Spa Francorchamps to have the same top speed at Kemmel from Tano Neumann (official Porsche Supercup driver) in his Cayman Manthey MR. Also the feeling behind the steering does match what I have seen in the real life footage.

I made a slowmotion from the first massive physics overhaul. After the first right hander, watch how the rear behaves. This is exactly what I have seen many times on Spa in real life. A bit more aggressive here would push the rear all the way into a slide.

Don't mind the wheels, they will be adjusted in scale and offset on body in width and height (springs)


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Another week passed with 4-5 hours of daily work on the project.
Only the physics, ride height, tyres TBC and sounds are left on the task list.

This week was filled with LOD optimizations, did my best to have the 3D visually as effective as possible!

With all cars I have made, I take my favorite track in Moddev (the official SPA which I run with the official mas files).
The part after Bruxelles is the shot I always take with 40 cars and just let the AI do a race.

First test run without Level Of Details models I hit around 88 frames per second on my old Geforce 1070TI 8gb.
A good idea to run an old GPU for this, if it works here, I'm good to go. (FPS in right top corner)
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Next, I did make 30 lower poly versions of the HQ body mesh going from 180 to 30k polygons and grab the best ones that look good at 10, 20, 30, 40 meters. The HQ now is 30% less of that first HQ model but looks the same in game. We now see the 10 to 20 meter Mid Poly version. Hitting 120 FPS...
Remember, I just did the body of the car.
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For me this is not good enough, I did the same on all 4 rim models, body parts etc.
3 Days later, yes it took a bit of serious work here... 169 FPS! :D
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It does not stop here but I feel whatever I try now, it's almost not possible to push it further.
A few times hitting the 170 - 190 range is good enough to release it I guess.

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In other words, we came from 88 FPS begin this week, I don't spot issues or framerate drops. In some way we could run 80 cars instead of 40 to hit the 88 FPS again. A massive step forward.

To be honest, pushing harder now eats away the nice shapes I have made before, and I don't like doing that.

Tomorrow, I took a day free to finish the Collision and sounds.
This weekend I might expect the V1.0 physics and I really look forward to more positive news in coming weeks! :cool:
 
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