Having 4k textures not always mean that you want sharper textures... For example with grass having a 4k texture may mean that you can cover much meters without tiling the texture... See this example, The coverage area is so big that if you resize the texture it will look like crap... Not everything is so linear like you are saying... another two good examples... Decals for walls...
You would mostly find very high resolution textures not on the single materials, but more on building and cars. One 4K texture could cover all objects in the pit-lane.. or a complete building, a complete car. That makes rendering go much more efficient. I would combine all those wall textures and maybe still end up with a 4k texture, but than you have half the objects in the screen combined in one neat file. Except for grass, tarmac or other ground coverage every object it's own texture is not the way to go..
Back to work... Want to get here, Working on texture from here, Already got this, Fully seamless texture 4096x256px Next step change color . There's not other way to do things good...only spending time... much time.... Feel free to open kerb texture in other tab and use it in your projects with respective credits. The original image its from cgtextures but all seamless process took me many time
Nothing new in zandvoort. I've been to much busy in last few months and only today I've able to open Max and photoshop. Sorry.. PS. second link is working again
Next step check color ingame... I'm done for today Hope you like and be motivating to help some of you improving your work even more.
OK another dumb question because I forgot why I took this track (Zandvoort I'm speaking of) out of my rotation AI seem very slow. Is that a known issue? Or are there other issues?
This is easily one of the best tracks in all of racing and so beautifully done in rF2 so will be amazing if able to get it across the finish line...