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RELEASED-wip Kyalami 2016

Prototype

Well-Known Member
That's exactly how it should be done! 4 textures for 64 buildings :eek:

Forza rips are 4 textures per building :ROFLMAO:

Are the walls made in prefab sections? Then its definitely something to consider, we are too spoiled nowadays, repetition is so last year :lol:
Thanks John!
Yup repetition is for losers. :p
I've got the walls set up as modular pieces that are repeated as an array along a curve.
I definitely want to revisit this as a polish pass.


Aaaaand once again I’m godsmacked in the face :)
Perfectly done mate! Beautiful ! I too have around 60 buildings in total, how on earth you went so quick on these buildings I’d like to know your trick.
They've just been on the production line in the background :) This asset has been in development since almost the beginning of the project.


UPDATE

I'm about half way through getting the trees in.
WIP, so some tweaking to some of the tree textures still needs to be done.

Having the photogrammetry info has just been amazing.
I've been able to approximate the tree sizes and overall silhouette outline of all the trees pretty accurately and with relative ease.

Downside is I'm planting each tree individually, adjusting its scale and rotation one at a time as I go along.
So its taking a while to do, but the satisfaction of knowing Im not just winging it wrt to tree placement is a good feeling.




Using the ksGrass shader with a color variation.









And a quick vid capture ...

 

luchian

Administrator
Staff member
Experimenting with trackside details like parked cars.

Beautiful. How much time do you spend in tweaking the shaders ?

You have an eye for the "photorealistic" look/feel, as John said. I look at those side cars in the shade, I look at those buildings, or those yellow sausage kerbs from previous posts. They "feel" natural - I love it. Please share settings when/if you get a moment.

LE: road shader though, while color looks ok, will need rework. From up close, it looks like a temporary low res texture at this point (..unless it actually is; in which case I will patiently wait for the final).
 

Prototype

Well-Known Member
Very nice! Your stuff always looks very photorealistic!

Pro tip: with these types of track side objects, you can add a kslayer tag to make them disappear on lower detail settings :cool:
Thanks John, Thats a real compliment, its definitely what Ive been trying to achieve.
And yes! These cars will need to go into layer5(?)
Still not happy with the vert count on them. Gonna have to take more angle grinder to them.


Damn do those buildings (amongst the rest) look nice!!
Thanks man, yes its making a difference. Having that stuff in the background is adding to the "sense of place".


Beautiful. How much time do you spend in tweaking the shaders ?

You have an eye for the "photorealistic" look/feel, as John said. I look at those side cars in the shade, I look at those buildings, or those yellow sausage kerbs from previous posts. They "feel" natural - I love it. Please share settings when/if you get a moment.
Thanks @luchian

Sure. Well, the textures do the heavy lifting. So important to get the textures prepped to take advantage of the fairly simple shaders we have here.


1. The engine pushes contrast, and with SOL thats accentuated even more.

2. So the first thing is to make sure texture maps tonal range has lots of mid tones and little to no black or white.

3. Also its important that the tonal values of ALL textures in the entire scene are in the same range.

3. If your base AMBIENT and DIFFUSE values in shader settings are wildly different from each other to get them to look right together, then the texture tonal range across textures is out sync.

4. Color range. Make sure your hues are in the same spectrum as well. If one texture is red biased and another blue etc, its going ot break up the color harmony across the scene.


^ Tonal values across a selection of textures ^



You mentioned the yellow sausage kerb. Ill use that to illustrate the point.

SETTING UP THE TEXTURE



TONE
* The texture above is doing almost everything right except in one area, and that's the black. (B)
* The darkest it should go is around the value marked (C).
* Darker contrasty details like (A) add interest and indentations, but its nowhere near black.
* Note there is no white in there. The engine would otherwise blow out the texture if there was white.
* We want the dynamic lighting to give us highlites, and that would be obscured by the texture if we had white in there.
* Lots of mid tones is going to give us visual information. We want that.

NORMAL MAP
* R128 G128 B255 is the mid point value.
* Working "darker" and "lighter" within the parameters above is generally where I keep my normal maps.
* Using the values outside the mid point value will build up your highlites and specular.
* The RGB color channels in a normal map correspond to the respective X, Y, and Z coordinates of surface normals. Lots of online info to understand what color value is doing what.



Looking at the texture map and whats happening in the engine above.

* Where I have the black in my texture map (B) its creating a "shadow" transitional effect, but its too harsh, and breaking the illusion a bit.
* At the end of the geo, (where my UV mapping still needs to be tweaked), we have no dark line detail and that also doesnt look great.
* So, a lighter edge detail needs to replace the black in my texture.

VARIATION IN DETAIL
* The variation in the normal map, giving us areas of interest and contrast.
* This allows the highlite to vary across the surface of the object (high and low detail in NM)
* We can achieve sharper highlites mixed with softer highlites on the same object with this.


SHADER SETTINGS

As a baseline starting point, Ive used the base setting below for each material before setting it up.



MATT vs SHINY

* Bottom line: the wider or more distributed the specular, the more matt the object will appear.
* The more focussed the specular (highlite), the shinier it will appear.
* In this instance, we want the paint to appear shiny.
* Also remember, these setting are based on the texture map tonal values.



^ To focus the specular, we push up the KsSpecularEXP value



^ Then to push up the intensity of the highlite, we push up the KsSpecular value



^ This is the final value I came to which felt right to me.


Well that's one of them! But I think this is the basis on getting a cross section of materials.​
 

EKO Sim-Racing

Well-Known Member
Dude, you are becoming one of the best, doubt you think that, but I’m telling you: you are one hell of a damn great modder. I take a bow with my hat off to you!
Thank you for what you bring to us modders.
 

EKO Sim-Racing

Well-Known Member
UPDATE:

The last of the perimeter buildings are modelled, AO baked and low res meshes in scene.
Now to do the diffuse :banghead:
52 unique perimeter buildings in total (including the castle).
Another 10 or so track buildings.







EDIT:

And this is how Ive packed the textures.
Atlased 16 buildings into a (currently) 4k texture, giving me 1024x1024 per building.
4 of these for the entire tracks buildings. (64 buildings)


I tried the same, well for now just one building in a 1024 x 1024, but I'm losing a lot of quality on my texture in the endgame.. Should I increase the size of the baked texture say 2048 x 2048 ? Or opt for another baking method ?
 

luchian

Administrator
Staff member
Thanks John, Thats a real compliment, its definitely what Ive been trying to achieve.
And yes! These cars will need to go into layer5(?)
Still not happy with the vert count on them. Gonna have to take more angle grinder to them.




Thanks man, yes its making a difference. Having that stuff in the background is adding to the "sense of place".




Thanks @luchian

Sure. Well, the textures do the heavy lifting. So important to get the textures prepped to take advantage of the fairly simple shaders we have here.


1. The engine pushes contrast, and with SOL thats accentuated even more.

2. So the first thing is to make sure texture maps tonal range has lots of mid tones and little to no black or white.

3. Also its important that the tonal values of ALL textures in the entire scene are in the same range.

3. If your base AMBIENT and DIFFUSE values in shader settings are wildly different from each other to get them to look right together, then the texture tonal range across textures is out sync.

4. Color range. Make sure your hues are in the same spectrum as well. If one texture is red biased and another blue etc, its going ot break up the color harmony across the scene.


^ Tonal values across a selection of textures ^



You mentioned the yellow sausage kerb. Ill use that to illustrate the point.

SETTING UP THE TEXTURE



TONE
* The texture above is doing almost everything right except in one area, and that's the black. (B)
* The darkest it should go is around the value marked (C).
* Darker contrasty details like (A) add interest and indentations, but its nowhere near black.
* Note there is no white in there. The engine would otherwise blow out the texture if there was white.
* We want the dynamic lighting to give us highlites, and that would be obscured by the texture if we had white in there.
* Lots of mid tones is going to give us visual information. We want that.

NORMAL MAP
* R128 G128 B255 is the mid point value.
* Working "darker" and "lighter" within the parameters above is generally where I keep my normal maps.
* Using the values outside the mid point value will build up your highlites and specular.
* The RGB color channels in a normal map correspond to the respective X, Y, and Z coordinates of surface normals. Lots of online info to understand what color value is doing what.



Looking at the texture map and whats happening in the engine above.

* Where I have the black in my texture map (B) its creating a "shadow" transitional effect, but its too harsh, and breaking the illusion a bit.
* At the end of the geo, (where my UV mapping still needs to be tweaked), we have no dark line detail and that also doesnt look great.
* So, a lighter edge detail needs to replace the black in my texture.

VARIATION IN DETAIL
* The variation in the normal map, giving us areas of interest and contrast.
* This allows the highlite to vary across the surface of the object (high and low detail in NM)
* We can achieve sharper highlites mixed with softer highlites on the same object with this.


SHADER SETTINGS

As a baseline starting point, Ive used the base setting below for each material before setting it up.



MATT vs SHINY

* Bottom line: the wider or more distributed the specular, the more matt the object will appear.
* The more focussed the specular (highlite), the shinier it will appear.
* In this instance, we want the paint to appear shiny.
* Also remember, these setting are based on the texture map tonal values.



^ To focus the specular, we push up the KsSpecularEXP value



^ Then to push up the intensity of the highlite, we push up the KsSpecular value



^ This is the final value I came to which felt right to me.


Well that's one of them! But I think this is the basis on getting a cross section of materials.​

This is waaaay more complete than I was expecting it to be, it's basically a tutorial in its self. Thank you, much appreciated !
 

Johnr777

Moderator
I tried the same, well for now just one building in a 1024 x 1024, but I'm losing a lot of quality on my texture in the endgame.. Should I increase the size of the baked texture say 2048 x 2048 ? Or opt for another baking method ?
Try to fit at least 2-4 buildings per texture. obviously the more, the lower the dip count.

But sometimes you wont be able to, say a complex building near the track where you need all the pixels you can get... what does your uvw map look like?
 

Prototype

Well-Known Member
This is waaaay more complete than I was expecting it to be, it's basically a tutorial in its self. Thank you, much appreciated !
Sure thing. I'll add in some more when I get some time. I'm busy trying to get this track done so thats taking up most of my free time right now.


I tried the same, well for now just one building in a 1024 x 1024, but I'm losing a lot of quality on my texture in the endgame.. Should I increase the size of the baked texture say 2048 x 2048 ? Or opt for another baking method ?
As a general rule of thumb, I always work at twice the resolution that I think the largest size the texture might be. So 8k if you think its gonna be 4k. In fact I generally work in 8k or 16k now, and then scale down. Tightens up the image quality. Also, up the samples (or whatever that is in max) for the bakes, its worth getting the best image you can, because that means less work YOU have to do. Let the machine do as much as you can get it to.

I also generally only bake out an ambient occlusion, using it to add shadow to the diffuse which I paint/photobash.
 
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