Yeah the tyrewalls are pretty cool but they’re a bit of a CPU eater, but if I made them lower poly they’d look like rF tyrewalls, which is not what I wantedThis is progressing nicely. I love the unevenness of the tyre walls. Keep it up !
Dude, you too are the wind beneath my wings! Why didn't I think of that ?You can make the second row basic cylinders instead of individual tire models like the front row and you likely would never notice. Just keep the top of them uneven like the front row.
I too had F1GP (World Circuit) on PC a couple of years after it came out, I think I drove months on that Phoenix versionShaping up rather nicely! I remember this track on F1GP on the Amiga (showing my age here!) which was the first sim I ever played.- looking forward to trying this out!![]()
Yeah there are plenty of them, lots with neoclassical ornaments (a real challenge to recreate in 3dsmax) and 20s-50s style modern buildings, a bit like racing in Bioshock above waterLooking good man. I love those old buildings ... !
Really depends, sometimes I just type in the type reference in google and make sure they're seamless. Why? which ones shock you the most ?Where are you getting your textures from @Nericksenna ?
A really good (free) resource here ,in case you dont know about these:
https://www.textures.com/browse/dirty/32120
Well, since I needed detail on these buildings that are so close to the track, they are UV mapped with single tiles (remember I use 3dsmax), they’re not baked UVWs but I do box UV map them for descent continuity.Are you UV mapping these buildings ? Or are these planar tiled repeats?
Bricks are tricky to get the repeats out of, even when youve Uv mapped a full wall, but you can paint in variations and add in AO when you have a full wall to work with.