I see that you are using the same textures from the original rFactor. It's a good thing I saved my Hudson High res Toban textures...
We would have to push it up hill, if we push it down hill, it's pretty hefty and it might get away from us.
Hey Vincent looks good so far. Can't wait for the trees! Some things that I saw in the video. 1. The yellow sector-line on the tarmac should have the same color as the yellow side-lines 2. Don't like those dark tarmac textures on a few parts of the track. pitlane for example 3. The UV or the mapping or the smoothing of the cement-wall textures looks also wrong... The rest is looks good for now I guess. How is SO handled in rF2? Is it done by math or do you have to use a special mapping?
Looking fairly good. I know this is opposite to what I said before, but I think I actually like the original ISI textures better. They had more character; especially the cracked tarmac. I remember Kerr's stuff looking more detailed, and less 'clean.'
Oh yes,...tarmac has a strange mapping too. But I'm sure you will figure it out anyway. Keep up mate, it looks cool so far!
For the first and second ones, was a problem with the textures, I have it more or less corrected pending the tone adjustments. I've noticed the problem in the third one but i don't know what it is. I am thinking on creating the cracks like in the pictures. View attachment 4427 View attachment 4428 View attachment 4429 I wanna thank Mario Morais for his help, his tips and advices really helped me.
if your going to start creating your own textures, make sure you make them big, check the sizes dimensions of the ISI textures and match them the same. This might help Damage and cracks http://www.cgtextures.com/textures.php?t=browse&q=12429 Some decals already made for cracks http://www.cgtextures.com/textures.php?t=browse&q=62267 Road http://www.cgtextures.com/textures.php?t=browse&q=1939&page=3 Here you can find a nice multa map http://www.cgtextures.com/textures.php?t=browse&q=12430&page=2 Some Photoshop tutorials http://www.cgtextures.com/content.php?action=tutorials How to make a seamless texture http://www.cokane.com/textures_tutorial.html
You can try add cracks to detail map (map channel 2), create second material and assign it to random track polys. Then cracks should be much more sharp.
All that should be already programmed into the track, if you open Toban up in max and have a look at the uv's for the track and isolate them by material you will see how its all done. Toban is quite well setup for good optimisation, all that needs to be done here is make bigger textures with higher detail replicating the original ones (without the line markings), their dimensions are already the same as rf2 track texture dimensions so they will just slot right in. There is the issue of old tech with grid markings and lines, those road material ID's will have to be changed to match the plain road textures and decals made for the lines with new mesh for them to go on.
Looking better I think the grass is looking a little radioactive, though, and the curb textures look too flat and 'perfect.' Are you planning on doing 3D Curbs? If not, I think a lot of attention needs to go into their texture to help bring more life into them. I like Toban in rF1 but I was always crap at it so I didn't drive it much. I'm interested in seeing it progress here, though, and would like to drive it again.
*****Update---26/10/12 I Re-imported all track mesh and reworked on the textures, added new textures for the rumbles, redimensioned all the textures and try to adjust everything. Still have a lot to do, but I'm going to look for tutorials on youtube. Thanks to mario morais for the rumbles' textures. Thanks also mianiak,mario and feels3 for the tips.