I have been doing my tire stacks like this... a good compromise between detail and polycount. The cone mesh will give the illusion of depth inside the tires.So hard to find time to work on the track...
Nevertheless, i finally found a really simple way to record video with windows 10:
windows parameters => XBox game bar activated
start/stop recording : (Win+Alt+R)
and still working on those tirewalls... (redoing it entirely is the correct term) i want some of them to be a little off balance like the reds in this picture... only for those that will be seen close (pit entry for example)
View attachment 6566
View attachment 6567
Yup, around those numbers.your subdivision of seems 12x18? so around 216?
i'll try them to see how it looks in game, the idea is to put them only in front where it is noticable and then use simpler cylinder for behind. once joined in a single object, it wont be too high i guess.
this looks amazing man!!!! this track will get thousands of downloads on RD
GP3R V0.3.3
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Download here
New buildings, fences and Y trees by Brandydo
New walls and Armco by Maruto
New AI by Martin Dupuis
yeah, i saw that too late after i uploaded the file ;I see this black "wall" on the tires
That's Brandydo's special recipe, i'm curious to know how he does it, his texture atlas are well aligned, clean and tidy, mine are a messGreat to see you're using baked texture for the surrounding assets.
I do this in 3DS Max.That's Brandydo's special recipe, i'm curious to know how he does it, his texture atlas are well aligned, clean and tidy, mine are a mess
Teach us the process B!
I had to convert to that method after mental ray was no longer supportedI do this in 3DS Max.
Here is a good tutorial: