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W.I.P. Grand Prix de Trois-Rivières road layout

Brandydo

Member
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!
Lol, I have no secret process...just a lot of trial and error, and patience. This was my first AO attempt..I broke the unwrap down into sections and did an AO bake in Blender. I'm getting better about planning out my atlases, but it's still a learning process. I've done a few more AOs on the Boulevard des Forges houses/businesses...I did an attempt on the Piscine to see how it looked (may still use it), and will likely upgrade the old house at the Duplessis corner and a couple other buildings with an AO. Others may be trickier...
 

maruto

Active Member
I do this in 3DS Max.
Here is a good tutorial:
I really need to learn that, the way i model things is completely the opposite, i gather images on a photoshop canvas, import that into rhino and wrap it around mesh part by parts, then duplicate them and mess around with them to be kinda unique and then join them all together before the fbx export.

the way i understand would be to model first, unwrap it and then texture the unwrap map in phototshop...

it seems easier too, my way is a pain in the .
 

Gunnar333

Well-Known Member
I really need to learn that, the way i model things is completely the opposite, i gather images on a photoshop canvas, import that into rhino and wrap it around mesh part by parts, then duplicate them and mess around with them to be kinda unique and then join them all together before the fbx export.

the way i understand would be to model first, unwrap it and then texture the unwrap map in phototshop...

it seems easier too, my way is a pain in the .
My way is: Model first - and also do base texturing (for getting right positions for windows, etc...)
When this all looks good to you. You can start baking the texture with unwrapping, and so on.
You can bake your diffuse map and your AO map and adjust and combine them in Photoshop.
 

maruto

Active Member
I tried it your way, modeled a small canopy, unwrapped ( had to figure out how to put the seams correctly), and then use the UW map to photoshop it, This is so way much easier.

86.jpg


Now i have to figure out how to bake AO in rhino.

Thanks for the tip.

85.jpg
 

Brandydo

Member
new camera made (feel free to include, it replaces my previous cam)
https://drive.google.com/file/d/1l9p2TyO57Xgx6uLjf4KeWGweIlTfSJEq/view?usp=sharing


here's is with __Sol ppfilter

which one should look close to what you dev currently? cause sometimes I think on my side tracks look too bright
I'd say the second one...it has more of that bright August day feel to it. Reminiscent of when I watched the races back in the early 00s. Bit of a wall kiss there too, eh ;)
 

maruto

Active Member
Official GP3R VIRTUAL races scheduled!!

July 9th ( bmw m235i racing)
July 23th (porsche 911 GT3 Cup)
August 6th ( VRC Lemans Proto)

206628970_333472951554099_7637300953917488739_n.jpg


info here



....

@Brandydo let's do a little update before the race if we can!
 

maruto

Active Member
thanks guys, fantastic work done by brandydo on the trees, i use either default_bright or javire's photorealistic_photo ppf. but most important, overcast weather. no hard sun, soft shadows, i don't know why but everything looks better when overcasted....at least in Trois-Rivières
 
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maruto

Active Member
some more work on the tires.

found a little trick using .obj export to join meshes:

Something frustrating in .kn5 transition is to join individual object together for optimisation. Once joined, they sometimes lose the uwmapping and they are much more difficult to modify or move afterward you have realized it's not yet okay in AC... Tires stack are the perfect example. I prefer to keep them as individual object in my rhino file.

i found out that when exporting to obj format, there's an option to group meshes by name.

so i renamed all my white tires to a single name, same thing for the red ones, export them to obj, reimport them back into rhino: i have now two meshes, one for the red and one for the white tires. and the texture mapping is now baked.

then i split those meshes in two or three group so it does not exceed 30 000 faces.

it creates a dupplicate,but my working file stays flexible.

Anyway, hopefully i won't redo them again.

88 _ tyrecovers.jpg

89.jpg
Screenshot_ks_bmw_m235i_racing_gp3r_trois_rivieres_4-6-121-16-40-41.jpg
 
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Johnr777

Moderator
Wow, some of these shots look like real photos!

Looking forward to trying this version later :)
 

maruto

Active Member
hé hé hé, we were actually talking about it just today Brandydo and I :)

extracting the google model is quite simple, bunch of tuto on youtube...

from that distance it's ok, but when you go in, it's all jaggered... and the texturing is a mess. much unusable. but still very useful for building height and tree positioning, mostly reference :)
upload_2021-7-8_17-19-47.png


upload_2021-7-8_17-29-56.png


we will use it as reference to locate and build the far landscape and the emerging buildings from downtown...

upload_2021-7-8_17-38-48.png


Maybe google will improve it's algorythms and will laserscan everything, then it might be nice for street circuit... But yeah, their technology is really impressive.
 
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Brandydo

Member
When I first imported some of the 3D map into Blender I was hopeful, until I viewed the wireframe and textures. Great reference though, especially when some areas are hidden in streetview due to elevation. I've used it extensively to determine tree species (ie. Pine vs maple vs poplar) along with Stteetview, and to map the height of trees accordingly.

I'm wondering if with some cleaning up, if it may be useful in some of the non-forefront area, like Rue Lajoie or along Boulevard des Forges in areas.

Tbh, I quite enjoy actually modeling the buildings, to get the details in that are maybe blurred or don't show through as well in Maps 3D. I'm sure in a few years, the technology will be far more advanced, but for the moment I'll stick to actual modeling :)
 
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