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luchian

Administrator
Staff member
I think that modelling and mapping looks very good already.
Imo, what will make the biggest impact will be the "wearing" of the textures (that can wait the final step, of course). At this point everything is too perfect, too new. There is no dirt, no scratch. Even if this would miss in real life, it's still a good idea to include it, because it adds to the realism; or better yet it breaks the perfection.

Have some look here for inspiration: https://www.textures.com/category/buildings/1926
And this one (one of my favorites, to explain the basics): http://bct.me/tutorials/realistic-texturing/


But you can ignore it for now, it is something that can be done at the end. By you, or by a texture artist willing to help :). Keep up with the modelling and UV mapping :).
 

MLT

Active Member
I think that modelling and mapping looks very good already.
Imo, what will make the biggest impact will be the "wearing" of the textures (that can wait the final step, of course). At this point everything is too perfect, too new. There is no dirt, no scratch. Even if this would miss in real life, it's still a good idea to include it, because it adds to the realism; or better yet it breaks the perfection.

Have some look here for inspiration: https://www.textures.com/category/buildings/1926
And this one (one of my favorites, to explain the basics): http://bct.me/tutorials/realistic-texturing/


But you can ignore it for now, it is something that can be done at the end. By you, or by a texture artist willing to help :). Keep up with the modelling and UV mapping :).
Yes indeed. You are right about this, I just haven't gotten to that part yet. Thanks for the info though :)
For me the most important part at the moment is to get the UVs right. After that it's just interchanging textures, colors, etc.
The final part (polishing) will include making everything look more natural by bringing in dirt, scratches, etc.

Oh, and should we change the topic title maybe ? To Fiorano ? :)
And yes I think we should change the title to Fiorano. Thanks again for your support.

EDIT: BTW, all maps at the moments are missing AO, Specularity, Roughness, and such.
Final version will be sweet, I hope :D
 
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MLT

Active Member
+Luchian, you were looking to see something like this? I've stepped the roof up a notch (added some grime n' stuff), not final but more representative of what textures and objects should look like in their final stages.
garage5.jpg

I know the repeating pattern seems obvious but it's just there to illustrate the "wear" effect textures could have.
 
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luchian

Administrator
Staff member
Yes, exactly. It's the imperfections that bring life and realism :).

Sent from my phone using Tapatalk
 

MLT

Active Member
I'm bringing the garage to its final version, with all bells and whistles, for it to be the role model for the rest of the objects. I think this will help anyone to envision how the track will look like when it's finished.
I'll let you guys know when it's ready.
 

MLT

Active Member
Meanwhile I'll leave you with a little update on the garage model. I've added a few more things and we are getting real close to completion modelling wise.
I've beefed up the textures ( dirt only, for now ). I'll be getting into the KS shaders now.
test12.jpg

What's missing is the chromed ferrari horse on one wall, and the arched window on top of the red door.
 

MLT

Active Member
Also, I'm entering the phase where some objects need to be changed or added, depending on the era. For instance back in the beginning, they had 2 sponsor billboards, where today they have the chromed horse.
Also will be making the interior of the garage, for the 1972 layout. I already have some stuff modeled.
 

MLT

Active Member
Ok only need to add that damned arched window, but the rest is completely done, I think.
As you can see, for the 1972 version, there should be no glass windows for the gates, and here you can see that it has an interior (empty). The Ferrari's fit in very nicely. :D
test14.jpg

And here with doors removed, just to get the railing out of the way.
test15.jpg

Added the AC units, and the Ferrari chromed horse
test16.jpg

Horse logo close up
test17.jpg

I think this model is pretty much done, now I will move to shading this nicely and that would be it I think.
Any suggestions are welcomed people.
 

luchian

Administrator
Staff member
Looks good, not as "bland" as in the beginning with the clean texture.
I would consider as well an AO map. I think it would add yet an extra layer of depth.
 

MLT

Active Member
Been looking for a shader thread, haven't found one. So I'll just ask you here.

I've been checking out the shaders, but I'm not sure if there is one that will take a specular map in.
Is the only way to control specularity by means of values in the KS Editor? What about roughness maps and such, how do you implement these with KS shaders?
 

luchian

Administrator
Staff member
Have you seen this ? :)
You can use the multi-layer shaders. The specular would be typically in the alpha channel of the diffuse. Have a look at the one used for road, it should make sense after.
 

luchian

Administrator
Staff member
Not sure all the info in the thread on AC still applies. I seem to remember there was a change at some point, but it might also be that I remember wrong. In the meantime, have a look at the ROAD shader, I think it will make it clear. The mask is basically like a map telling the shader where to show the detail textures (if you use them). You don't need to use all the channels.
 

luchian

Administrator
Staff member
This actually gives me an idea about what is missing: a thread/post about what shaders Kunos is using on what objects. This can be very useful I am sure, as we work on the models inside SDK Editor. Soon(TM) , of course :D.
 
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MLT

Active Member
for buildings kunos nearly always goes for per pixel multimap_nm for all buildings.
Alright, thanks for letting me know. Yesterday evening I was just checking out multimap_nm.
I'll post an update once I've finished the specular and roughness map.

Thanks again for your help guys.
 

LeSunTzu

New Member
Perhaps the walls should have their own texture, with the bricks as a detail texture, in order to avoid the pattern repetition and get some AO depth around the windows, AO boxes and such.
 
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