Monday, September 1, 2014

Development news

Things are going great.  Progress is certainly slow, but it should be looking pretty darn good.

Here is the curb in hohenrain, along with the concrete part next to it.


One of the road drains...


The start and end of the curbs.  Managed to do them in 3d, and learned about the FFD box modifier and wow... wish I would have known about it earlier!



The dreaded kerbstones!  




And the X bricks near hohenrain.



We should be able to tell what we are riding on with our eyes closed now :)





4 comments:

  1. Wow looks stunning! In fact looks to good makes me worry about performance. But I have full trust in you :)

    Btw. now that you are doing it from scratch why don't you come back to AC forum, should get a lot feedback there.

    Cheers,
    Tom

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  2. Hey Tom!

    Thanks! I'm really proud and satisfied of what I was able to achieve so far. The only modelling I had done prior this is when I did the paddock area in the rF2 version, but that was only some lofting for the kerbstone all around the paddock, the isle, and the bordering strip along the parking slot. As well as some other stuff in the area, but it wasn't anything like this. Now I actually created something in 3d. I know it may seem basic in reality but I took some time to stare at the texture I was going to create my reference object to tile so I would try to represent it as good as I can without knowing really how it is in reality, and it turned out pretty nice afterall.

    I was really wondering about the xbticks at first, and when I got there, I thought, oh why not do it like it was and save some troubles and poly.. but then I thought, I'm doing this to learn and get better, so why not have a shot!

    Regarding performance, it shouldn't be that bad. Actually, it could hardly be worse than 0.9 is. So it should be okay. So far, it's still hard to figure if I'll max out the poly usage with the curbs and stuff before I start doing the scenery, but I think not. I'm at flugplatz now and still quite a lot of room left.

    However, when I decided to do them like this, and go a little wild with the detailing, I was thinking I might not be able to have any 3d grass, or maybe only in the inside if we're lucky, but it shouldn't matter. It was looking good with the gtr evo version because there was lacking a bit of details, so it somehow turned our eyes away from the worst stuff, but having all the close to track objects looking great, I think it should matter a lot less if there is no 3d grass. I'll also have a shot at 3d guardrails as well. :)

    There is very few 1 edge chamfers, most are 2. When I wanted something to have a round/soft edges, I went with a two edges chamfers and softened the default 0.5 smoothing. In other cases, I bumped it up a bit to get a sharper look. In the case of the kerbstones, I have no chamfers on the top, but a little 2 edges sharp with both edges down the same amount, as the cracks.

    The karussells will also feature 3d concrete slabs for better feedback, instead of the cheap added bump effect :)

    As for the AC forums, well, I'll just stay with my blog for now. I have no desire to go back there for a few reasons.

    First, well, the initial reactions were so mixed, and I know that even now it would be the same. I heard Snoopy stopped working on his version, so some might have some anger toward me because of this, and there could be a few other reasons.

    I'm not good at dealing with those kind of people and it would end up badly anyway. I'd rather keep it here for now, anyone following me here like what I do, and is nice with me, so that's enough for me. I'd like more feedback, like I've asked about how mod cars drive on the new mesh... because when I collapse the stack and move to the terrain, I don't mind if your favorite mod car will jump up and down, as long as those from Kunos and a few mod cars I care about drive good, I won't return to it later. That's why I asked early and released it... I knew there was nothing special about it, and the point was not to show anything really.

    When I'll be converting it to rF2, I'll go to the ISI forums for sure. That's one place I really miss, but I only have so much time, I cannot really afford to spend more time on forums.

    As for the progress, it's going great, today's been very productive, and I'm right at flugplatz at the moment. All the curbs and it's various extensions are done from antoniusbusche to flugplatz (well I'm at the old curb now), I was at hohenrain yesterday!






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  3. I've done a few more reference objects today, the road drain (you know the one with a full drain in the middle, along with either one row of square tile at top, or one at the top and bottom), as well as the low curb in hatzenbach.

    I have only done the start/end tiles of the curbs at antoniusbusche, I will do them all after I'm done with the curbs. The procedure with them is a bit different from positioning the curbs and concrete stuff, so to maximize my performance, I prefer to do one step )kind of operation) at a time. This way, you end up working a lot faster as you get used to it and go faster and faster up to a point...

    Today, I have also learned about xRefs objects, and wish I learned about this earlier as well. I knew about it, forest pack pro used it, but I wasn't too sure what would be the benefit (with my previous scene, I have little use for them) but now... there is!

    So I have saved separately all my reference obects in a different file and I'm referencing them in my working file. Performance is much better in the viewport, it was getting almost unworkable otherwise.

    I have some pretty large strip of all the different curbs and concrete models... something like 500m each... so I don't need very often to join two together to fit a long curve... I rather cut the extra than join the required number for the given curb...

    So when I do a new curb, I clone the needed long model of the curb that's all collapsed to edit poly, and I use mario's tool to deform the curb to the shape I have created on the side of the track. And I remove the part I don't need.

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  4. I don't think Snoopy stopped working on his version has anything to do with you, but I can understand if you want to stay here for the moment. I'm sure you will find the right time to bring it to an wider audience.

    Cheers,
    Tom

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