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W.I.P. Fiorano

MLT

Active 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.
Interesting approach. But that would mean to UV map them again, not really into doing that again, hehe.
But I'll keep your suggestion in mind for other models. I think this will come in handy with the Shell pit-stop.

Cheers!
 

MLT

Active Member
Update coming soon, stay tuned!
EDIT: gonna push this for tomorrow. I won't be able to finish it right if I hurry up :p
I've improved my workflow, so know I should get things pixel perfect, without using as much time as before.
 
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MLT

Active Member
Update, so here are a few screens of the garage with diffuse, specular, roughness, normal maps.
These screens are within Unity 5, there will be some small differences as to how it looks in AC, but the texture systems is pretty much the same. I'm using unity to preview objects, because it does the model and texture change on the fly.
It is quite an improvement over last version, not sure I'm 100% satisfied, but for now it is pretty OK I think.
(OH, btw it still needs the smoothing groups!)

But now I think it's time to get into modelling the shell pit stop (1972 version)

fiorano_garage1.jpg
fiorano_garage2.jpg


Hope you people like it

EDIT: this model is 3980 tris, I'm aiming at 4k per main building ( that would make the plaza around 15k, which is pretty good I think. :) )
 
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luchian

Administrator
Staff member
I like it. It looks believable, you are not stroked by the bland look anymore. Of course, there is always place for more but I would not do it better - I am not a texture guy :). Remains to be seen how it looks in AC.

Also, do you use a normal map for brick texture ? If yes, it seems to be reversed, meaning bricks look embedded and the mortar between them pops out. It should be the other way around, imo.
 

MLT

Active Member
Yes thanks for pointing it out, I have to fix that. I will be importing this into AC later in the evening to check if everything looks alright. I did a few tests in the KS editor and shaders behave the way they need to, so textures are correct.
 

MLT

Active Member
As promised, here are a few screens from within AC. It doesn't look as nice as in Unity 5, but nevertheless it is good-looking, specially when you add a Ferrari classic next to it.
I will have to improve the texture, but that can wait for now.
fiorano_garage_ac1.jpg
fiorano_garage_ac2.jpg
 

MLT

Active Member
Looking good!

Those trees... unfortunately for AC, they have to be kept simple in order for them to appear correctly in the game, they have to be modelled in a “Y” shape. There’s some good info here on that topic: http://assettocorsamods.net/threads/setting-up-trees.162/
Thanks Johnr777, yes I've been reading a bit about them trees. The one I used here is one that comes with RTB and is a 3d tree. Meanwhile I just put it there to fill the scene a bit, to show off the building.
So for far away trees, the Y shape is the best method right?

I'll be working on the pit stop today. Stay tuned
 

Johnr777

Moderator
You could get away with one or 2 medium detailed trees upclose, but for the normals to work correctly all times of the day, they need to be Y, about 12 faces (4 per plane) and the pivot point at the bottom and middle of the object.

Kunos’ team modeled 3D trees for their Fiorano, but still kept simple. Ill remind myself to show you a shot of them.
 

MLT

Active Member
Oh ok cool thanks for the tips. I will get into tree modelling after all buildings are setup. It'd be great to get a look at those fiorano trees, as I'm having trouble myself identifying the type of trees present there.
 

MLT

Active Member
Don’t think even Kunos knew :lol:, looks way too random
Hahaha, well it seems true, I've checked out some Ferrari Virtual Academy renders and I've compared the models to the real world photos, and there's lots of fantasy going on as well.
EDIT: not tree models though, but buildings.
 
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MLT

Active Member
@Johnr777 , sorry my bad I got mixed up with Ferrari Racing Legends (FRL). Those have funny business going on with the main buildings. FVA with laser scan should be like the real deal.

Update coming today
 

MLT

Active Member
Small peek preview of what's coming, hopefully today.

fiorano_1972_pitstop.jpg


Still needs to be finished ( doors, windows, staircase, railings, and some props )
The tarmac texture for this, isn't done yet.

More coming in a few hours
 

MLT

Active Member
Quick little update. Still lots of work required but slowly getting there. It still needs some modelling, texturing. No other type of textures except diffuse. This is just a rough version, dont pay much attention to the surroundings.

11111.jpg
222222.jpg

I'll keep working tomorrow on this and try to leave it a final version of the building.
 

MLT

Active Member
Another small update:
I've added the staircase, and railings. There are still some other objects that need to be modelled, but the building is almost done. I've improved the texture a bit, but still needs lot of work.
another.jpg


EDIT: Model at the moment is around 1600 tris, still got plenty of room left for more detail and other stuff.
 
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MLT

Active Member
Another small update:
Fixed a few things in the model, improved upon the texture, matched colors.
Now it needs to get a normal, roughness, specularity map. Then I'll make an AC import and release some more screens.

pitstop1972_rough1.jpg
pitstop1972_rough2.jpg
pitstop1972_rough3.jpg
 

MLT

Active Member
Fiorano 1972 Layout Summary:
1) Schumacher Plaza ( 3 main buildings, green areas, adjacent parking lot, jet fighter. )
2) Pitstop Garage ( 1972 model & branding )
3) Track Layout 1972 ( pretty obvious )
4) Crowd ( 1972 inauguration event photographers inside circuit, other people around the exterior fences. )
5) Special ( Enzo Ferrari character, with selectable camera for playback, it will be as he's watching you race )

Cheers!
 
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