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    Team ACM.

W.I.P. Ascari Race Resort - Ronda, Spain.

liquido

Active Member
This could be one of best looking inside GT6, they came to Ronda and love the place, they did an excelent work... they are working on games since I was a guy... hard task to achieve that quality, if you knew ... nothing would make me happier than to put our ascari above Kazunori's version .


EDIT:

I can see things changed to accommodate a racing game .... but nothing to discuss. Now I see mat barriers think I have to improve these models.
 
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Pixelchaser

Well-Known Member
kerb re texturing and applying shader from photography. (editor view) this will be re worked again for multimap shader. presently using multilayer.


 
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Pixelchaser

Well-Known Member
we need to get on the 3d grass asap. it will hide a lot of annoyances. and well will pm you more what id like to see to accommodate this seamless feel im gaining now.






new base texture I made. im going to paint on this shirtly to get the blend onto the track side absolutely seamless all way round. no hard crossovers.

 
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Pixelchaser

Well-Known Member
:) lots of perfecting and refining still to do. and any refining liquido will do will only make this better. I can hide polygons well as you can see. but when we deliberately deal with that at the model level. a new layer of subtlety comes.

these areas of gravel and sand we need to uv map different please. take tiled texture mapping away, and map each area to a big plane, all sand on 1 texture. atlas style. gravel on another, and the pit area. all areas with tiled texture repeat we map different. that method only good for rfactor. with AC we make it all with mapping like the base..... ?
 
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Pixelchaser

Well-Known Member
today ive tried to get things looking better before doing anymore. too dull and brown, this is much lighter and now the scenery bounces the sunlight too. fricken hard to balance it all though. this must be about 3 pm in game

 

luchian

Administrator
Staff member
I would suggest to start making suggestions/observations about what needs to be changed/improved. Ideally with images so we can understand/identify the areas.
Then update the first post maybe with the complete list - and with time, start ticking things off that list towards completion :).

@Pixelchaser in any case, progress is looking good !
 

liquido

Active Member
:) lots of perfecting and refining still to do. and any refining liquido will do will only make this better. I can hide polygons well as you can see. but when we deliberately deal with that at the model level. a new layer of subtlety comes.

these areas of gravel and sand we need to uv map different please. take tiled texture mapping away, and map each area to a big plane, all sand on 1 texture. atlas style. gravel on another, and the pit area. all areas with tiled texture repeat we map different. that method only good for rfactor. with AC we make it all with mapping like the base..... ?

your wish is my command. ;) working rigth now on new UV maping and according to luchian's tip I'm working on to do list to update the first post.

As much as I try weekday I not have enougth free time so finally this weekend I recuse at home again to finish the model of the road.

I still have to upload another photos pack (buildings, barriers, sings) 600Mb I'm trying to upload it now.

On Saturday stay tuned to this thread after lunch because I'll show the options I have designed for the road and together decided the most apropiate.
 

liquido

Active Member
getting seriously pissed off with youtube, turning my videos into steaming piles of Poo!
I'm watching it and compresion is the problem.... the image is jumping and pixelate... but we know what you have. there is no problem... upload the video as you have to mediafire or something.

No problem luchian :)
 

Pixelchaser

Well-Known Member
list will be good. lets have a few lists broken down. first list can be the ground, so everything that is the ground, (not TSO`s) i can start this off with my knowledge, will do that on next build, then share it, we reform the list. once this stage complete, it will give us good basis for you and Luchian to work on same build. then do next list, TSO,s but once base is completed.

so bit of preliminary work on next build then we all work on one build , share work , create new build, evaluate latest build. rinse and repeat.

the most important jobs imo are trees and 3d grass. I think these need to be handled firstly when concerning ourselves at stage two, the TSO`s.

will start a private convo with the three of us. :lol: lets call ourselves triple trouble ! :lol:
 
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Pixelchaser

Well-Known Member
god damn shitty weather in south spain, :lol: :lol: :lol:

seeing this kinda floored me earlier. and some proof my shader methods are correct.






add rain to this and it would just be particularly melancholy :)


and for for good measure, a comparison... just realised ive been using custom weather thingy. ive simply edited CLEAR setting to move fog distance out to 25000 m. this allows some detail on the surrounding hills to pop through (when sun not in line of sight)

we I think shall create a Spanish flavour to these weather settings explicitly for use on this track, which will also allow us to re colour our sunshine as necessary, and dawn to dusk horizon colours from south spain. and maybe tuning that to the track colours will be nice too.

 
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