[REL] Top Gear TT - Dunsfold Aerodrome (Multi Layout)

Discussion in 'Locations' started by Tuttle, Mar 30, 2012.

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  1. Mario Morais

    Mario Morais Registered

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    great! Tuttle nice building modeling and texturing.!
    But I think you can improve the grass it is too uniform. I did many tests with the grass if you wish I can help you.

    What shader you use for grass?

    Use the satellite image for blend?
     
  2. Tuttle

    Tuttle Technical Art Director - Env Lead

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    I'm using 4 differents shaders for grass and I've made 3D grass planes that in those pics has been turned off because aren't finished yet. You can see the 3D grass on early shots like this:

    View attachment 1782

    The main shader have 2 different grass tiles plus one 4K orthomap. The orthomap is blended with everything except roads (side of track/edges/hills/dead grass/distressed etc..).
     
  3. feels3

    feels3 Member Staff Member

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    Good stuff :)

    Can't wait to try it :)
     
  4. MarcG

    MarcG Registered

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    looks awesome Tuttle great work :)
     
  5. Mario Morais

    Mario Morais Registered

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    3d grass! looks very good.. but 3d grass is only visible in near of car?
    And the edge grass is great to! ( use decal or Blended grass shader?)

    I am referring is the tone and color. Do not see much variation in tone and color of grass. Perhaps by altering the multiply texture giving it more light allow the blend greater.

    terrain.jpg x grasstile_mult.jpg = blend_multi.jpg

    I am simply sharing my tests. It may help

     
  6. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Thanks mate. I appreciate any helps. :)

    3D grass will be visible from certains LOD distances.

    I do not like vertex paint because I think this kind of blending looks unreal...and just because you need extra polys to paint some crappy triangles for the alpha blending...:) So, I prefer to work with different grass diffuse maps, layers/decals and 4K orthomaps.

    This is an example to understand how I'm working for Dunsfold:

    [​IMG]

    Dunsfold in summer looks very clear...with a nice and uniform grass, but maybe you're right for some areas that needs to be more distressed. I think I will put the mow 3d grass above small flower beds and tall grass on biggest areas..like those near runways. I will create some different textures for 3D grass...and some of these could be more yellow...more green, short, tall...etc...etc. This could help to enrich the general grass eyecandy.
     
    Last edited by a moderator: May 8, 2012
  7. Mario Morais

    Mario Morais Registered

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    Thanks for the image! great job! for everbody :)
    I give up to from vertex paint ( alpha vertex) .

    But i see now what you do different. You use orthomap for multi. and detail grass (tile grass) for difuse (t1) right?
    In this case orthomap must be lighter and grass darker or natural color. The result is the same. I use Photshop Multiply blend mode for testing different combinations of images.

    http://dl.dropbox.com/u/258406/rf2/melbourne/GRAB_001.JPG
     
  8. Mario Morais

    Mario Morais Registered

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    and one more thing, the textures of the old concrete and asphalt are impressive.
    "god is in the details" :)
     
  9. deBorgo83

    deBorgo83 Registered

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    Looks tremendous! :cool:
     
  10. Mario Morais

    Mario Morais Registered

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  11. Tuttle

    Tuttle Technical Art Director - Env Lead

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    I'm using grass infield shaders almost for everything related to the terrain/edges, with 3 diff maps;

    1° color map: square map of a full color grass tile (channel 1)
    2° color map: rectangular map of a full color grass tile with a different pattern (channel 2)
    3° color map: square 4k Orthomap for multi with high brightness and low contrast (channel 3)

    I use near to default alpha values for minimum blending on every vertex..or the default 100% that result in a very light transition between diffuse 1 and 2.

    Bump and speculars are based on the rectangular map on the same channel. This map is present on almost every grass terrain to avoid specular/bumps jumping.

    The orthomap (as the rectangular diffuse map on channel 2) has been unwrapped on channel 3 using a single modifier on all grass objects (polys/lofts) and mapped with one unique planar projection above the orthomap.

    In this way I have all the edges, grass areas, loft with brushed grass, grass holes etc...sharing the same texture as a multi and/or specular/normals, but everyone still have their own diffuse (1 or 2) maps.

    EDIT; swap channel 2 with 3...sorry. :)
     
    Last edited by a moderator: May 8, 2012
  12. Tuttle

    Tuttle Technical Art Director - Env Lead

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  13. SLuisHamilton

    SLuisHamilton Banned

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    I don´t like this track in particular, but when it is done i gonna download because your work is awesome beautiful.
    Congratulations. You are doing superb job.
     
  14. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Some test shots (dev mode) with reflections ON and new HDR profile (some treelines are placeholders);

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited by a moderator: May 9, 2012
  15. Tuttle

    Tuttle Technical Art Director - Env Lead

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  16. Tuttle

    Tuttle Technical Art Director - Env Lead

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  17. ethone

    ethone Registered

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    Crap, that's the kind of wet weather reflections I always wanted but never achieved!
     
  18. Cangrejo

    Cangrejo Registered

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    I do not understand this new HDR. Do you have any update that we do not have?. ?. These images look different from what we've seen so far :p
     
  19. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Nope.

    Standards HDR profiles are, imho, too flat and washed out...but the potential is under the hood. There are powerful parameters acting on sky luminance, diffusion and a sort of terrain scattering that needs to be managed to get some crispy results. Also the gamma, that usually have to be set to default values, can helps a lot where you need high contrast look...

    The car has been modified in the reflection alphas...so looks more reflective and light sensitive.

    As already said...the GFX of rF2 have a lot of potential that needs to be fixed for some aspects...but people have to experiment a bit more working with texture, shaders and HDR to find the proper balance.
     
  20. Mydriaz

    Mydriaz Registered

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    Very nice work ! Far away from that we have in game for the moment :(
     
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