Okay good so you are doing roughly the same. The AO is going to be a bit of challenge since it such a big building and I don't want to have a huge ao map... I suspect some tiling within my AO for some bits, but that is going to take some creativity
The pitboxes themselves will probably be seperate meshes just copied over so ideally, they will share all maps. They will be combined for LOD purposes, and will also have seperate meshes for the smaller details to be culled when farther than xx meters away. This needs testing as I don't know how rF2 handles this at all. Hopefully before the end of the weekend actual modelling on the big stuff will be done

Details in the pitboxes will be done at a way later stage, as they don't matter one bit right now.
edit:
Since the entire pitbuilding complex takes up so much real estate, and are basically two buildings joined by a smaller one, I will split the textures up. This is what I am planning to do:
- pitbuilding A diffuse texture
- pitbuilding A normal texture
- pitbuilding A AO texture
- pitbuilding B diffuse texture
- pitbuilding B normal texture
- pitbuilding B AO texture
- windows diffuse texture
- windows normal textures
- tiling floor tiles diffuse texture*
- tiling floor tiles normal texture*
- tiling garage door texture
- tiling stairs texture*
- garage details atlas diffuse texture
- garage details atlas normal texture
*
wip
These are alot of textures unfortunately, but this combination of assets almost runs down the entire length of the pitlane so I guess that is okay.
Some of these will be built in such a way that they can be used throughout the entire track. For example, the floor tiles and stairs, they will be used all over the place and for example the stairs will be modelled seperately and are not an actual part of the building mesh. This way I can cull them or build seperate LOD's for those
Really pshyced about making the deadline I have set myself. At the end of this weekend, I want to have concluded all modelling work on the building(s). After that I will start optimizing the living crap out of this thing and start unwrapping it piece by piece and going through the first texturing pass. I hope to be able to share an update of this within a months' time. I will probably do an export test with solid colors first to see if everything imports without problems
Something else, about the track. Earlier, I was talking about the track being distorted by google, and less so by bing. Yesterday I found out that which ever of the two I pick, they are both off, as I directly compared a Lidar scan from a certain track with it's google and bing reference. The track was only 85-90% accurate, due to slight skewing or scaling (in width) of the satalite images. Because of this, when the pitbuilding has had it's first pass, I will revisit the track. Doing so, I'll check how my track runs with the two reference images in there, and I'll just stick to the one which looks most likely to be the truest to life. And no, simracers won't have a clue if a corner is a meter off in radius or placement, so I will not dwell on this for too long, as I want to get this project going.
Even better, after I check and fix the track surface where needed, and fix up some rumble kerbs, I will add in the AIW stuff needed to have basic functionality** in there, and will move it up to alpha status. In my case that will mean that all functionality is in there, so it can be packaged and played in single player. With that step, I hope to receive more meaningful feedback to learn what the rF2 community wants from a track. On to Zolder 0.1 !
**
24 pit positions
12 garage positions
24 start locations
left/right/fast path