Poznan Circuit by SimRacing.pl - WIP

Discussion in 'Locations' started by feels3, Oct 19, 2012.

  1. Abriel Nei

    Abriel Nei Registered

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    You bastard feels3 don't just tease us, release it already! :p
     
  2. Reprobator

    Reprobator Registered

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    Actually : they do not look that small :p
     
  3. Kknorpp001

    Kknorpp001 Banned

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    LOL. And I agree! (not about the bastard part :p)
     
  4. TiTaN

    TiTaN Registered

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    you know what's missing in this track?? me driving in it =)
     
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  5. Bryan Birtwell

    Bryan Birtwell Registered

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    Thanks for making me chuckle!

    +1

    Bryan
     
  6. GTrFreak

    GTrFreak Registered

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    I know photorealistic textures can look awesome one moment, and awful the next, due to circumstances, but I think Feels is adapting his textures to be universal to the point, it can look awesome 9 times out of 10!

    For example, some grass textures don't carry directional shadows, just some soft shadows which makes it way more universal. I was critical at first, with croft, but I'm a fan now. Just so immersive! There are a lot more pros then cons on using photorealistic texs, IMHO.

    Very much looking forward to race on these tracks
     
  7. feels3

    feels3 Member Staff Member

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    Dirty stuff is finished...so it should be much easier now with track progress :p

    My models aren't as good as ISI's models link but sometimes performance is more important for me.

    Also, I don't use LOD's for this stuff, but I have nice textures (resolution is a bit low but it doesn't matter, they are placed far off the track) and extremly low poly usage (35 polys / one TOI TOI :) )

    link 2
     
    Last edited by a moderator: Nov 7, 2012
  8. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    Damn, those look REALLY dirty :) !

    Just some constructive feedback: it would be nice if the blue ones had the same dirt as the red ones though, and I would recommend chamfering those hard edges at least. It doesn't add a lot of extra tris, will probably cost about 1/10.000 of a frame per second, but it makes them look a lot more natural, especially if they are outline-defining features :) .

    35 polys or tris?
     
  9. pay2021

    pay2021 Registered

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    feels3, the different guy.
     
  10. lbird

    lbird Registered

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    We must be a bunch of really happy campers when we discuss the quality of the texturing of the trackside toilets, are we :)
    But again: Even if feels models a ****house, he can do it with the best of them. Great work, feels, love the attention to detail!
     
  11. Kknorpp001

    Kknorpp001 Banned

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    LOL.....and +1!
     
  12. tjc

    tjc Registered

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    +1 I think this would improve them a little indeed. :)
     
  13. tjc

    tjc Registered

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    lolol... indeed. ;)
     
  14. GTClub_wajdi

    GTClub_wajdi Registered

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    As always,feels good:p
     
  15. ethone

    ethone Registered

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    Texture is great but I too think at least one additional poly for the very top of the outhouse would be in order, it looks too much like a hard edge when it should be round (I think?).

    What I found adds a great bit of atmosphere is to give them a "base". At Fuji the outhouses for the marshal posts are on a concrete base (so an easy 5 polys/10 tris). For less "built up" bases perhaps some 4" by 2" timber keeping them up, or a fairly flat piece of cardboard perhaps.

    And yeah, we're horribly spoiled when we're discussing outhouses.
    Oh wait, I meant to say were're incredibly "detail-oriented". ;)
     
  16. Tuttle

    Tuttle Technical Art Director - Env Lead

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    I think it's better to use the Replace Color instead the Hue Rotation...this way you can keep the same mud color on both outhouses...:)

    Of course I agree you need a base for portaloos and a bit of extra polys at zero impact on FPS. You don't need multiple LODs, and I guess those you see in the ISI teaser are just a joke. :)

    About details...Generally speaking it's good to use textures with a lot of details, but when you've cloned/serialized objects - like those outhouses, it's better to use a more clean texture (like the ISI one) to avoid patterns/repetitions. A serialized, but clean, object do not impact on visuals...at the opposite a very detailed texture with plenty of details, when serialized, could be a punch in a eye.

    Details on details....:p
     
  17. feels3

    feels3 Member Staff Member

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    Thanks guys for advices. You're absolutly right, they are simple, they need some polishment and more details, but I had reason to not spend to much time on that.

    They are almost no visible while driving around the track :) click 1

    Even if someone will crash and he stops in front of them it will be hard to see anything. click 2
     
  18. Gearjammer

    Gearjammer Registered

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    Besides, I don't think Feels3 wants to be said to have polished the outhouses :)
     
  19. KeiKei

    KeiKei Registered

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    LOL! Even though I'm not graphics guy I was wondering if there is any sense of creating so many levels of details. Seemed like a huge waste of already small resources (someone said ISI has only 12 employees). But now that you mentioned it could be a joke... very funny indeed! :D Can't believe I didn't see it in the first place. :)
     
  20. feels3

    feels3 Member Staff Member

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    Haha :D, it's dirty job :p

    Anyway, these were only outhouses, I have for you more serious update :)
    Grass and edges are now much more advanced.

    Poznan WIP part 2

    [​IMG]
     
    Last edited by a moderator: Nov 7, 2012
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