yeah I agree with the effect but actually I doubled the scale of the detail texture for in this last build which makes it seem flatter from the alpha, anyway I deal with it in passes guys, and as i explain last night to liquido. so base textures then shaders, then we get all content running. then my proper artwork and shader tweaks will come. all is good. but thanks. I think ive cut myself off from a lot of feedback, but it is welcomed and well I know ill get it good from you guys.
the track will have a few texture techniques of mine which not everyone will agree with though. for example the road grass sides are overall much lower resolution than anything else you've seen on a track side, but at the same time you cant argue with the sheer variance I'm producing. so yeah some stuff will have trade off because of the texhnique and a primary interest of mine is not building like kunos does, because they havnt made a good track with wide open scenery, its always interrupted in their tracks.aand their mmethod of translating between multilayer and multimap at the side means they don't use fresenl light on the multilayer scenery. and bringing the wide open detail upto the track side is my priority and as smooth an transition less as possible. also because I allow the Fresnel based light to bounce off every square inch of the scenery, even around the grass patches at the sides!!! . a new technique is needed and at present we opted to remove the immediate track side plane because we love the external scenery so much. usually a blend of some sort is required and well a guard rail really helps there too

.. but we don't have them . This is wide open scenery and unlike anything from kunos so far, so whilst it might seem a compromise, I don't think it is. I do often ask what would kunos do. but until they do it, ill never know. and this is a genuinely proper method for dealing with this intrinsic scenery problem aspect. the whole project is built around it as a difference in track technique and different texture technique. just my difference given the scenery differences. another difference is using google satellite data directly. and I think ive mastered that and the necessary mask technique which again hasn't been used to extensively by kunos for anything close to the track. but we have it everywhere and working, completely repainted though. 1 texture and 1 mask and 1 normal map. covering data from 2 inches away to 2 kilometres away. ! the moss simple effective workflow possible and to a great standard.
all my extended shaders will be built from pixel art techniques too btw. ive done this before with flightsims to good effect, it takes a long time and shouldn't be done till final stages imo. it requires the shaders set first. most of my ideas for track building do come in the form of taking things a bit further and in this case I'm drawing on flightsim scenery worflows that can work in AC to bring bigger scenery about, so i hope you guys can see where im coming from with all this through my explanation of this track being very different in terms of technique on multiple levels.
from the track side to 10 kilometres away is my goal for seamless un-interrupted terrain flow without required blends is . it maybe a belief, but ill get there eventually, the next project should see that really happen