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
Dirty stuff is finished...so it should be much easier now with track progress 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
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?
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!
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".
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....
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
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! Can't believe I didn't see it in the first place.
Haha , it's dirty job Anyway, these were only outhouses, I have for you more serious update Grass and edges are now much more advanced. Poznan WIP part 2