Tracks Deutschlandring

I have finally finished the vegetation on the valley section. Just the climb back up the hairpins to do and then I can get back on with the TSOs :)

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Vegetation is 90% complete, and I feel like I am on the home stretch now :) I think the addition of the roadside daisies I used on Feldbergring add a really nice detail for a very small poly outlay, too - about 200 objects per 'section of track' compared to around 4000 low-grass objects per section. All the vegetation is split up into KSLAYER2 - 5, so even though my veg objects currently sit at around 2377 individual objects (with each object being a 'scatter' object of between 20 - 2000 plants), once everything gets optimised I should be able to get the object count for the whole track's vegetation down to 200 (as all the grass/small vegetation uses the same material and all the bushes/large vegetation use their own material too)

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I ran into a slight hitch yesterday which I hadn't noticed until then. I was getting a marked transition between the grass at the very edge of the track, and the longer grass about 0.5m in from the edge. At first I thought it was simply a texture issue but the more I looked at it, the more I realised that it was a normal/lighting problem.

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The grass verges at the edge of the track are made from rows of polys and the simplicity of this geometry led to simple normals (i.e. too few rows of normals with not enough variation)

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I tried subdividing this terrain object, and then re-matched the terrain normals to the grass objects and it did the trick! It does mean that I need to revisit those areas of the track with a noticeable transition from road to verge and smooth out the grass' normals.

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It just goes to show that I am still learning, even though I thought I had my 3D grass technique nailed - clearly not :whistling:
 
No clue what you are talking about:geek:...
but man, those screens look just fantastic!!:inlove::inlove::inlove:
The only small issue I see arising, for me personally only, of course,...you make the original tracks look, well, shall we say, sliiightly less exciting;):D
 
placing vegetation at banked areas is something i am not 100% happy yet. Eifel Sûdstrecke is a good test for this, i think a good combo of terrain textures/ 3d grass textures could make the difference, plus add some small details to prevent sim racers to watch at banked areas, i was think place something like this every 500 meters for a distraction :whistling:
descarga.jpg
 
This track :inlove:
I think I need a new build looking at that video. :p
insane levels of details there looks so beautiful and natural,
watching it, I just couldnt help feeling in some of the fields it was missing some wildlife, cows and stuff,
I mean add 50-60 3d cows in there and would be biblical:rolleyes: :D
 
I think I need a new build looking at that video. :p
insane levels of details there looks so beautiful and natural,
watching it, I just couldnt help feeling in some of the fields it was missing some wildlife, cows and stuff,
I mean add 50-60 3d cows in there and would be biblical:rolleyes: :D
Please don't! Static animals, aircraft etc really kill immersion.
 
Please don't! Static animals, aircraft etc really kill immersion.
I dont believe for 1 second a track that large with that many fields/ farming fields why add the fencing the way it is ?
its to keep live stock behind it, I dont believe there be no cows or sheep in those fields there be loads I know for a fact there would be 100%
there would be at least 1..
 

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