I have a question I can never get answered around here, but perhaps you can given the lovely pics above.
Your textures and colours look very realistic and appealing. Not sure exactly why, but superior to what we see in many other tracks.
Thanks, nice to hear! It's a combination of stuff. First and foremost, it starts with simply creating a good looking texture which is used by rF2
to its best effect. Examples of how not to do this, you can also find in my track, as I'm still learning the rF2 specific things as I go along. That is
also one of the reasons this pitwall is one of the models that finally is 'getting there' if you ask me, as I'm learning more things which make sure
what I do in photoshop makes sense in rF2. Also don't forget in a lot of cases people who convert stuff, hardly know what it takes to build 3d art,
a texture, or let alone an entire track. When you are building stuff from scratch, you're building something for a platform specifically, not to mention
you have the total freedom to change everything as you wish. Also, I usually do two color checks when I texture, platform independant btw. One
is for my base colors and tones in photoshop to match my reference pictures. Finally, when the asset is finished and in place, I tend to do a second check,
checkin all the colors in the rich dynamic environment rF2 offers. Usually, a small tweak here and there is needed, usually some slight desaturation and darkening.
What it also comes down to, is not taking a badly scaled low res photograph including Tim's shoes and index finger, and slapping it on a box. The textures
fit the meshes they were drafted for, as you might tell by the pitwall shots. Added wear, damage, grime, kind of make sense, or at least enough of it to
seem realistic enough.
Lastly, sadly, take a look at the date when I started this topic and the current state of the track. I'm taking more time than most, because I like to texture
these things and I'm only liking it more and more as I understand more of the shaders/materials which gMotor offers. This being the first gMotor platform I'm
building something for, it's a bit of a journey, but a fun one so far, there's always a solution for a problem and most of these problems exist because of a user error on my
end to begin with. For example, some of the materials in Zolder have the normal map applied where the specular should be, because somehow, I expected the material
to pull the specular map from the alpha channel of the normal map, where I stored it. Little did I know I completely misunderstood the shaders' description..
Hope that at least clears up something of your question there, even although this one was just an introduction to your real question
But why, oh why, do the flag stand guys' red uniforms look like they are out of a 1980's video game? Is it just me who sees this garishness? Are they ISI flag men (I presume so). Can it be corrected by just giving them a subtler colour for their uniform? Is it a lighting/HDR problem?
Unfortunately, some tracks and cars are loaded with these horrid-looking colors and they spoil the scene, just these two gentlemen detract from your excellent-looking work.
Those corner workers are ISI made indeed. It wouldn't surprise me if those have not been touched for 3 years, they at least look like it. It is like with my road surface and how it looks.
It works, you can drive on it, I'm more inclined to build stuff that is missing altogether than to polish something which is fully functional already but could use a visual polish.
That said, the community could have easily built 2 corner workers and implement those in tracks. No attempt has been apparently, so I don't even know if there is a need. They
do stand out, but that is also part of their purpose they are there. If you let these guys detract you from enjoying a track, I think you should drive faster
